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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.
Hey I accidentally deleted all my baking settings in the baking log, anyone know how to restore it? Oskar
did Substance Painter support mac m2
hello, I just reopened to do some work and notice in the Material section of the asset shelf there are a ton of things gone from before. For example, there used to be a bunch of skin materials now I only see one. How do I get this back? Here's what I see. I'm in 9.0 btw.
I have a custom assets folder that includes all the typical things (alphas, templates, materials, colorluts, etc). Is there a way to distribute this to people without them having to manually add the library path in the settings? I could've sworn I've done this before successfully by placing the asset folder in a folder called "shelves" at the one of the SUBSTANCE_PAINTER_PLUGINS_PATH locations, but that doesn't seem to work anymore. I also have a startup script if it's possible to load it through python, I just don't see anything in the API that mentions it.
Hello, Is there a way to invoke my python plugin using a keyboard shortcut/key? Currently, the only way I know is by invoking it through a menu widget.
Hi everyone. Could you help me please? As in title.I had an idea to create simple material with disolve, blur and blends. It works by slider in Designer and also in Painter but I have no idea how to export it to Painter to make it work as opacity value (by brush opacity 0- red then blend to green 0.1 to 0,5 value and blend to blue 0.59- 1.0 ) . In short words. I would like to make a material where color will change depends by brush opacity in Painter. Is it possible? I guess my idea was completely wrong? Maybe there is any simplier way to do what I would like to. Thanks for any help. 🙂
Hi, I'm a bit lost with this one so I was wondering if someone could help me to figure this out. I'm trying to export my textures from SP and I want to use the dilation+default background color at export. All the regular maps seems to have the expected color, for example, metalness is black, but with color map it is giving me a pale grey and I have no idea where to change that, the documentation it's quite poor about that, it only says "default color of the Texture Set's channel"Hope someone can help me. Thanks!
the issue is, whenever the program either: launches window into non-primary monitor, or is moved into second monitor and interacted with, program crashes. to explain why this is an issue, substance painter is a painting program. Digital painting uses drawing tablets. MOST people using drawing tablets professionally use visual drawing tablets, which are monitors. to that end, they will also almost always be using a computer monitor as their primary, and the tablet as a second monitor, for various reasons. this is the most common setup in my experience. I have tried all the troubleshooting I can, and I can't get the app to remain stable if my monitor is set as primary. However if I use my tablet as a primary display, the program works as expected, without crashing, so long as I never move the window onto my monitor, which is now configured as secondary. some suggestions from the forum had me adjust my settings through Nvidia control panel, going to 3d set
Hi, I'm trying to bake textures from a high poly garment onto a low-poly one. Unfortunately, it is producting all sorts of artifacts--places that look too dark or light or just distorted. I noticed that almost all of this is happening on garment folds. However, my last picture shows a fairly flat piece that has a triangular area that's brighter than the rest of the garment. Tried adjusting my settings in the bake, but that doesn't seem to fix it. I was just baking normal maps. There's no diffuse here or anything. Has anyone dealt with this before?
Hello, I would like to share an issue I've been having. Whenever I bake my model I have been having weird artifacts with it's maps and I'm unsure as to what's causing it. I put this in discussion as I'm not sure if this is a bug or me just not understanding how the software works as I am relatively new to it. I would greatly appriciate some help. Here's the ID Map for an example as to what I'm dealing with:
I have several masked layers that I need to overwrite the normal channel of the whole stack where their mask is white. On my PC workstation this works fine by setting the normal channel (and usually height) of those layers to "normal" or "replace". However, I just noticed on my M1 Max Macbook Pro it is not working as expected. It appears that it is ignoring all blending modes for the normal channel, possibly height as well.
Every single (Adobe)program can access normal Windows shared folders which are on a file server or different PC, doesn't matter.Substance Painter can't. Well, it sees the 3D model or texture but can't load it. Since I don't think it's actually a feature I think it's a bug if people are not able to use assets located on a fileserver for example. I can't think of a single reason it's not possible since every other program can. I'm really happy how Substance Painter gets developed and really nice new features but being able to load/write files from a network share should have been possible from version one, way before Adobe took over the bunch.Really hope this get fixed, I don't think I'm the only one that likes to work on projects from a fileserver which gets decent backups instead of constantely moving folders to local folders since Substance Painter gets confused otherwise.Currenly using Windows 11 22H2 but this issue is a Substance Painter 'feature' only. More than happy to try a
What am I doing wrong, I can't see the texture / stencil I loaded in the tool "Projection" to Base Color? It's in the brush color icon, I can paint it on the model but I just see the grey plane in front of my model, not the texture to be applied what makes it very hard to predict which part I'll pain where.
HI , my GPU CARD is HD 4000 intel what the suitable version substance painter i download ?i heard version is 2.6.2 is that truei need help to complete my project
Hi, I'm a novice in Substance 3D Painter. I took the Substance 3D Painter 2019 essentials training cource by Wes McDermott (LinkedIn Learning - the Guitar amp). The finished project file was provided (SP v 8.1.3) and looks great: I exported the textures and added them to a Unity 2021 URP project and they looked distorted: You can see the text looks bad and some distortion in the black areas near the grey lights. Anyone else take this class and see this problem?
I have been using the UV Border Distance generator to create trim details on pieces of mesh, but am having some issues with larger meshes having these dots that seem to come from the generator. The random dots seem tied to texture resolution. If I export in 8k there's significantly more, if I lower to 2k most go away but a few remain. Display is at 4k currently. Does anyone know what causes this or how to fix it/prevent it?
Would it be possible to add an extra feature to IRay so that you can check off the element(s) you want to display when rendering? Because I have a project with different elements in the same place to make variants of it and I'd like to render each element separately but for the moment, everything is displayed one on top of the other.
I think I've uncovered a potential bug. I've been attempting to use smart material presets on my Mac sent to me by a PC user. Both of us are using the most current version of Subtance 3D Painter on the most current OS's of our respective machines. These presets have been tested sharing between PC and PC and seem to work fine. Sharing from Mac to PC also seems to work fine. It's just when receiving smart materials from a PC user that I encounter problems using them on my Mac. Any help would be appreciated. Thanks!
Is there any issue ( or requirement when ) passing presets between PC and Mac versions of Painter?I'm trying to send colleagues my smart-material presets and the PC guys can drag and drop and they work fine, but the Mac guys ( running native rather than through Bootcamp) get an error. Not even a useful one that might suggest a solution. We've tried manually placing them in the correct your-asset smart-material folder and restarting and they're not recognised.We assumed presets would be platform agnostic so is there anything extra we need to be doing? Thanks
Are there selection tools in Painter perhaps like the Magic Wand in Stager or a lasso?Based on what I've seen in my eary days of of trying out and researching Painter the anser is no. Are there good alternative approaches to applying different materials to parts of a mesh? For example if I have a sheet of metal with bolts (all part of the same mesh) and I want to have the sheet metal red and shiney and the bolt heads black and dull. Is the only way to do this to use Materials IDs or separate meshes perpared before importing to Painter? Can Substance Modeler handle this situation?ThanksGeorge
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