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I am looking to be able to query a version of a painter file before load. I saw in the changelog this is supported via scripting now. Which a great step in the right direction but, I couldn't find a simple way to do this currently though parsing the spp file. Is that data currently possible to parse from the file?
When i create a mask in Substance Painter, the mask forms its own unique shape each time and the colors bleed onto each other.I unwrap in blender, export in fbx and then when i open in Susbtance Painter, I create a mask but it doesn't work properly. I've tried it with a few different models and each time the same thing happens. I'm guessing i'm missing sometthing obvious but i can't see it. Any help would be most appreciated.Below is an example. The mermaid tail is meant to be all metallic red but it's half red half gold. (The mermaid fin above is gold which is where that color comes from.)
Hello, I am trying to use the SUBSTANCE_PAINTER_PLUGINS_PATH and it is not working. Here it is what I am doing:01) Go to Edit the system environment variables02) Add new called: SUBSTANCE_PAINTER_PLUGINS_PATH and its value G:\My Drive\001_PROFFESIONAL\000_resources\008_tech\TS_LIBRARY_2023\TS_softwares\TS_painter\plugins03) Open Substance Painter And it is not working.Am I missing something?
Hi I like to ask my own unique question about baking. I mean I know there tutorials and explanation out there but I like to ask my own question to make sure I'm reading and understanding what I read correctly. So the idea of baking models from high to low poly is that is that taking detail we see on high poly and putting them on the low poly but its not changing say the mesh of the model. It adding in details or you could say illusion that make for example part that make it where the height map make it look like there is deep lines but it really just one mesh with a detail that make it look like it had multiple faces on it that were extruded a bit. Another way I mean is it like drawing the detail it see on the high poly and put it on the low poly but it never changes the mesh or say edit the mesh at all, it just make it have it where it look like it changed when it not.
Over the past couple of months, I have had an issue where Substance Painter will crash, and then not long after my laptop will totally freeze, forcing me to hard-shut down my laptop. I'm pretty sure this is not an issue with my laptop per se, because it used to run Substance Painter quite comfortably and I have been able to use many other intensive applications without any issue. This is an issue that occurs with every version, not just recent ones either, as I downgraded to the earliest version my subscription would allow and the issue still occurs. I have tried disabling a number of options in Substance settings and these have had no effect. I did report this issue previously and was told that, at the time, my laptop was under minimum specs because it did not have enough RAM (8GB). I upgraded the RAM last month to 32GB and the issue still persists. I have also tried setting the NVIDIA GPU to be used rather than auto-selecting. My drivers are kept up-to-date. I have attached
I'm trying to create a mask to fill in an area that my ID mask did not cover, and when I do it is not fully painting in the area and leaving what I believe to be seams between the different UV islands. Any idea on how to fix this? It doesn't seem it's allowing me to attach the project file, so apologies in advance.
The first image is the model when exported to blender, the second pic is the model in substance painter, with the details baked in. When i export the model (export settings in pic 3) the details dont transfer. Any suggestions?
Hello everyone, Substance Painter customer for a while, I just really decided now to go deeper into it.While it gives awesome looking results and feels extremely powerful at first, I'm quite shocked of the lack of many " basic "features that should be integrated to get the best workflow between the 3D software and this one. I paint mainly Aircrafts, and it's a complex arrangement of panel lines, rivets, gauges with dials etc. It's not THAT artistic and need everything or almost to be measured and accurately placed. Currently, maybe I missed a lot of things, but I can't : - Paint bezier splines, parametric curves- Define intervals distance between two brushes- Save a brush to a layer ( to simulate a rivet type ), without doing complex things in the software- Using background reference image as " Planes " ( like in Blender or SolidWorks ) to directly " Draw Thru " and save a lot of time. Some assets just can't be done " on the go " with sole Mk1. Eyeball- Use radial o
I've recently modelled this train, but when I export it these are the results. I have no idea how to fix this, as I think the UV maps are good. The model is seperated into seperate meshes and 5 UV textures. Any idea how to fix this?
Hi, trying to create a few plugins for Substance Painter. When I edit main.qml in QT editor it "mostly" works except it can't import "Painter 1.0". I'm using Substance Painter 2022 v 8.3.1If I make changes, they work in substance but it will slow me down heaps if I can't get intellisense etc to work in the editor. If anyone has any tips on getting QT to be able to cleanly edit plugins I'd appreciate any help. The documentation is vague at the best and there seems to be nothing about integration with the QT editor. I assume the version of QT I use must be the same as the one Substance uses.Beginning to see why so few pugins being made.I did get a python texture exporter to work, with a single click it exports all the texture maps for my engine which will save a lot of time.Below : My texture export resultsHad a few problems in python as well as it seems substance uses 3.9 which is 7 years old and the last version to be backwards compatible with python 2.I hope the next re
How do I erase a side portion of the photo that I don't want to make it blank yet keep the rest of the picture to continue editing?
Having Baking Issues I'm still learning Substance Painter and I'm not sure what is going on. I am experiancing triangles and splintering around some of my edges. The Zapper was done in ZBrush with booleans. The low res mesh with vertex color and UV layout is done in Maya. I did my best to separate the shells at the hard surface edges. From Maya I then export the Zapper, Trigger and Scope into a single fbx file. I then do the same with the HD Boolean mesh from Maya as well. In painter, I bring the low res fbx mesh into the scene to start. In my bake settings (see below) I include the HD mesh fbx file. The results are undesierable. Help me understand how and why this is happening and how I can fix it. For the baking, I started with default settings and then adjusted to what you can see in the image. ALSO! Does Marmoset do a better job? Am I expected paint out these artifacts in Photoshop? Images below: Baking Error: [Scene 3D] [FBX] : Mesh normals are
Hi I've noticed a recent change in links given in this forum, and from the in app links, for documentation on Substance 3D apps. As an example there is a link in the sticky post on the new painter version for documentation, for which I get a message stating the location does not match mine (which is correct as I am UK based). However clicking on the link does not now take me to a UK version of the same page, as it used to, but instead to a generic help page. Entering searches, on that page, for Substance Painter documentation turns up nothing useful.The same applies if I click on the documentation link within the application. Can this be fixed so that, if we are redirected to use a regional page it contains the relevant information. Thanks Dave
Hello, I ll would like to know if it s possible after made a copy instance layer to remove (unlink this instance).For example I v a layer (yellow) I ll duplicate in instance to have the same colour everywhere.But at a moment if I ll decide in a texture set to change the color (but not the source).How can I ll unlink it to change the color in this specific texture set.Thanks by advance for your help.Best regards.
We would like to use Substance Painter for our team, but have been unable convince leadership due to the size of the SPP project files. One SPP can easily be 800Mb to 1Gb, and if you're storing 100's or 1000's of these files, that quickly becomes completely impractical. However, we have noticed that much of this file size is due to substance storing cache data within the project file itself. This includes: - A copy of the selected Environment Map, even if it is a non-project resource. - Cached texture outputs and intermediaries for layers. - Re-bakable Mesh Maps Removing this data as shown in videos like this lowers file size by 6-8x without losing any information. This cache data can be stored locally on each user's computer, and re-generated on first open. Can this setting please be considered? Otherwise, there's not really a way for us to use the tool at our studio. The SPP files just take too much space.
I am working on a feathered creature and I wanted to do the feathers in substance. I found a feather material and applied it. However, the feathers dont curve along the body in the exact way i want them to. Part of this is because of the UV layout, but changing the UV's would make them worse overall.So I would like to take the texture and warp parts of it, just like puppet warp, or bending in photoshop or similar programs. Is there a way to achieve this ? Or might there be another smart way to get things to curve ?Thanks in advance.
Hello, Substance Painter crashes on startup for me, even after troubleshooting using the guide for software conflicts, etc. My machine is way above the spec requirements, and I have used Substance Painter without a hitch in the past, I'm not sure what's causing the software to not even be able to startup. I've attached the crash log, thanks!
I would like to offer the Substance Painter file for download along with my bus model to provide more flexibility. I purchased and downloaded some materials using Steam credits in the past. Am I allowed to offer such a file? This would allow the buyer to modify the bus more quickly. https://skfb.ly/ooQHs
I created some decals for my model, the texture should have the exact same aspect ratio as the model,how do I scale the decal projection so that it exactly matches the height of the model?Found dozens of tutorials on organic placement, but have no idea how to do precise placement.
Hello,I wanted to know if it was possible to select a single map from a import/or from a already imported UDIM sequence? For example, on a human model I use 4 tiles (head, body, Lhand, Rhand) when I import the textures of the model, they load automaticaly as an UDIM sequence.So when I want to use only one map of that sequence on any tile it's impossible.I would like to do a symmetry between the two hand, by using the map from the Rhand to the Lhand by changing the map scale to -1. But as soon as I go in UV projection mode to acces the scale parameter, it shows my map 1001 (the head) on all of my tiles. I can't seem to select the tile 1003. 😕😕And I would like to avoid duplicating and renaming my files for this.Any hints on this issue?Thanks!
Unable to open Susbstance Painter for some reason. Tried reinstalling.
Substance Painter V 7.4.1Attached is screenshot of partial 3D/2D view (IrfanView modesty windows there for posting).How can I get that single UV based texture (2D right side) out of Substance? OK I know I can export all the maps and merge but with what? PS? It won't look like that AFAIK. I've bought and tried Texture Set Combiner by 3rd party dev (https://www.artstation.com/artwork/DgBDo) but I get stuck like so many at #BEGIN MERGE: and then nothing further happens. I am assuming if it did work it would generate what I wanted .. a png texture identical to that shown in Subtance 2D view. Guess I could carefully size the UV texture to 1024x1024 and do a screen clip but .. seems like this is a basic function the program should already have. Any solutions here? Help links or whatever .. TIA
i dont know why but my texture are over laping when i bake them even tho none are in blenderanyone got a fix?
Hey Cyril,You know what would be really cool?Having an option to allow us to create a substance file that lock set layers and the 3D model so we can offer it to people who want to create special paints for in game use. Sort of like a 3D paint kit.They can't mess with specific layers we want to keep hidden as our specialized materials or even make it so it won't export as smart material etc and also so they can export the 3d model.Will get more people using Substance Painter.Just an idea, cause everyone keeps asking instead of using a paint kit they want to know if they can use the Substance Painter file.Thanks Tim
As you can in the attached screenshot, no matter what material I use it looks green. It looks normal in iray renderer but green in viewport. The material I was using should look red. please help me fix this. what am I doing wrong? I have attached a log file and screenshot.To demonstrate the problem I used a simple cube exported from maya, this problem is in all the new projects but not in the older ones.
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