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I drop same texture in base color slot of deault "fill" layer ( right side) and as a texture input for a substance . . Why I see different colors? I attached the sbs file. What did I do wrong? The sbs file have base color as sRGB in the output. I tried linear. Still not the same. I want to make a substance where I could drop packed RGBA files and it would output them into proper Painters channels. But this color gamma issue doesn't let it work properly . What should I set in Designer for sbsar export? Tried sRGB. just raw , linear. Nothing works.it's "legacy" color managment btw.
To update a texture I have to not just right click "reload" it but re-drop it in evry slot where it's used . It's quite annoying imo. Is there a trick to do it in one click for all the curent project ? Perhaps automatically when I save it in outside app. aka Photoshop?
Hi all, I am new to using UDIM, currently using the last version of Painter (before all this adobe update, not ready for that yet). I am frustrated trying to keep track of my assets by their udim number and would prefer to send them out with their description name (which i have added in the list next to the UDIM ID). I know that you add .$udim to get the number in the name, but what do you put in to get the description instead? ie SofaLeather instead of 1003. Is there a way?
It's very annoying when you set material fill properly , pixel to pixel to avoid extra blur at export and then accidently move the gizmo. Once set can I lock uv transforms somehow?
I see only clone tool In Painter. Is ther anything like those more advanced Photoshop tools in any of Substance line of products? Is there anything like patch tool and content aware fill I could use on height channel to fix photogrammetry artifacts?
I am texturing an ammunition bag for a character I am making, and when I paint in especially the front flap of the bag it bleeds through to the base part of the bag. I have no idea why it's doing this and I am curious if I screwed up my UVs or if there is a function of the brush I don't understand. Help would be greatly appreciated.
I am attempting to export my textures for my asset as glTF files but this option is shown as grayed out in my viewer and says (this preset is not avalible for your current project). How can I fix this issue? I selected PBR metal roughness for the project template. Substance Painter did allow me to export a GLB 3D asset but without the textures it is useless! Please help!
Hi, I've been using Substance Painter on Steam and it's been a great help to my 3D Modeling process. However, there are a few shortfalls in that I can only have one symmetry axis active at one time, which while alright for some things, can be a bit of a hassle in other workflows.I know of some workarounds, namely slicing an object through its axes, mirroring it, and then merging it together to create mirrored UVs. However this doesn't work with some workflows. Likewise, using the transform or mirror filters also doesn't work in some respects. For example, these ships are mirrored in the x and z axes.I textured them by mirroring the model along both axes so that the various heightmap stamps and color decals are identical in placement along both axes.However, if I had used a normal workflow that would have meant having symmetry active on one the x-axis, and then painstakingly painting and repainting the same decals and stamps on the z-axis with the paints on top as reference.This co
I got the new Version of Sub Painter 9. I work with Cinema 4d and i have to convert the Lightsettings to Aces. Wich Format should i take if i export from Painter to Cinema 4d ACES ? Will sRGB 907 work ?
Hello, I have a network attached storage that is mapped to a drive letter on Windows 10. I have been using substance painter student version off this network drive for a year without issue. I have just purchasd Substance Painter 2023 (currently version 9.0.0) and I am no longer able to access my mapped drive. It simply does not appear in the explorer window when creating a new. Comparing side-by-side with a regular windows explorer window, the mapped drive appears and is accessible without issue, whereas the Substance Painter File>New explorer window has everything except the mapped drive. I have tried:-Remapping the network drive.-Mapping the network drive to a different letter.-Running substance painter in admin mode.-Creating a directory symlink on my C drive to the network drive.-Creating a directory symlink on my C drive to my network drive letter. Relocating all of my substance painter file storage off this network drive and to my local storage is not
I can't work with the new version of the program, how to download the old one?
Hello Adobe Support / Community,Currently when working on a mesh with multiple UV channels, as most people know, it is impossible to swap around the UVs and use UV1 or whatever. This isn't usually a big issue, my 0-1 map is in UV0 and that is fine. However, when working on large assets with Trim Sheets, I also require a 0-1 UDIM to texture the whole of the asset. So my UV0 could be multiple UDIMs with no overlapping between them and Substance painter will not be able to open the asset, because it still considers UV1 to be overlapping between UDIMs.This is frustrating because UV1 isn't even available in the app, so my temporary solution is to scale the UV1 down to as low as possible to contain it within 0-1 space, and then I need to scale it up. This is a very long task on large assetsm as selecting 200 assets individually to change their UV selection and scale it down is slow. My solution request from substance painter is to just allow the user to remove UV layers. only
Hello friends, Can someone tell me why my texture is coming out blur even after I have assigned a whole U.V tile for the specific part Currently the textures are set in 2k but I tried increasing it to 4k and saw no difference and I also assigned same texture to different objects with smaller U.V spaces and the texture is coming out crystal clear in those objects
Hi, I"m using Susbatnce Painter 9.0 and i export a file from Painter to Blender 3.0 and then use Ctl Shift T to import the textured into the Shading nodes and it looks like the model is covered in a tile of the texture map that i see in the 2D window in Substance Painter.Below left is the result of the model in Blender (close up) below right is the texture map window i see in the 2d window in Painter.Below is the model in Painter (with the colors in place)and this is what i hoped it would look like in Blender. Below is what it looks like when i import in from Painter to Blender with the tiled texture map appearance.Can someone let me know what i did wrong? Thank you in advance.
Every time I press "CTRL+S" there is an addition in message saying "Saving project" in the most bottom left corner. While the project is not saving at all.
Hi, I have a SP file from another artist with working materials and textures, but when I want to use some of those textures elsewhere, I cannot find them in the assets list. But they are working correctly in the existing layers. It seems they are embedded / packed inside the SPP file. How can I extract them?
Nearly finished an import/export plugin.I need to add 4 channels to the default ones when creating a new project.They all work... except ambient occusion. . Found the keys are not case sensitive. I can add "Ambient Occlusion" channel manually but need it in the script. Even though the error coses says maybe it is already added, it not as I'm then able to manually add it.Seems like a possible bug. PS - Also tried AMBIENT_OCCLUSION
Hi. The plug-ins menu in my just installed (Steam) version of Substance Painter 9 for both JavaScript and Python is empty, except for the entries Reload plug-in, and plug-in folder, which when clicked does nothing.I can't see any of the actual plugins listed like in https://helpx.adobe.com/substance-3d-painter/interface/main-menu/plugins-menu.html I've tried reinstalling onto both my C and F drives. I did have the 2022 version installed previously and some of its settings have carried across. Not sure what is going on?
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?
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