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My Substance 3D painter stopped working recently. Unable to launch the application. On the same host, Substance 3D designer is working very well. The 2 applications were installed together. Upgraed GPU Geforce 3080 driver to the latest, still no luck.The log is enlosed.
The Adobe Substance products empowers 3D design and allow you to experience intuitive workflows, to design, connect, import, and view Substance materials on your favorite visualization applications. To continue improving your experience and to tailor our products to your needs, we have created this survey. Please note that the survey is anonymous and completely optional. We are grateful for your answers! This will guide us in creating a better experience for you.
'Baked lighting Stylized' filter should have the option of a HDR map instead of just a Sky Gradient .The 'Baked lighting enviroment' has the HDR map option but the Stylised version does not?It would also be awesome if the baked lighting stylised had movable 3D lights in the viewport that you could add vs the akward sliders where you are limited to Sun and two point lights.Thanks!!!
I found this old video, with the baked lighting filterhttps://www.youtube.com/watch?v=OwNwygk4LQo It looks like that feature is not available anymore?Any updated video tutorials on that or documentation how to do the same with the latest version? Thx
Hello, sorry about this somewhat offtopic request. The other day, my Discord account got hijacked and started spamming invite links to all DMs and channels, which got me banned from a few servers including Substance Painter & Designer. If someone can get me unbanned, I would appreciate that. My account name is: (Removed by moderator now that issue is resolved)
When I try to bake mesh maps, some of my high poly pieces are way bigger than my low poly model. Is there a way to scale my high poly pieces to match the low ones? I exported them from zbrush and they had 1 as a scale, so I don't see why this problem could occur. It's my first time using the app btw, so I'm not really familiarized with it 😥
I encountered an issue while attempting to apply smart material to my model. It resulted in weird artifacts appearing, giving the impression that my UV map had been burnt onto the model. I discovered that the problem lies with the layer utilizing the saturation blend mode. It appears that any smart material having layer with the saturation blend mode will exhibit various types of artifacts. To illustrate the problem, I have attached two GIFs showcasing the issue.
Hello, to be clear, I'm not new to substance painter or to 3d softwares in a general sense.When baking my low-res mesh with my high-res mesh I got multiples baking issues, I worked on it and found the solution for each of this issues, except one.I seem to have a very weird baking issue at a very specific spot of my mesh :So I went other the basics.For both of the high and low res mesh- Normals are fine- Faces are smoothed- No intersecting geometry- No overlaying uvs- No doubles faces, doubles vertex or anythingFor the baking- Tried adjusting the distance for both forward and backward, didn't seem to solve the issue- Tried adjusting Normal, AO, curvature settings- I've baked by mesh name, and all the names are correctshere's the baking settings :And here's what it looks like with the high-poly and the low-poly :All the other meshes in this scene seems to be doing just fine with the current settings, so if you have any idea of what could be the issue you're welcome 🙂
Hi everyone. I need to know how to acess to the geometry edges. Let say I have a cylinder without cap at the top or bottom and I need to mask the edge. I know that there is the UV border but this will mask the vertical seem that cuts the side of the cylinder, so I was wondering if there is any other method to mask the edge of the geometry only. Thanks a lot!
Buenas noches, como estan? Como veran hoy pague todo el año de texturizado 3D de Substance, y en la captura muestro como solo tengo un mes de uso siendo que me cobraron todo el año. Saludos ! [Removed by moderator]
Hey Guys Trying to paint this Tek Rifle from ARK however has 2 albedo maps one for the rifle body and one for the scope, I can only seem to paint the body and it will replicate on the scope map making it look messed up any ideas on this one?
I signed up and was approved for the 12 month student license of substance 3D Painter, but everytime I open the app in says that there are 30 days left on my trial. Is there any reason for this?
Can anyone tell me what the best way to import models that are made in Solid Works
When switching to AMD GPU, make sure to uninstall every Nvidia driver. When launching Painter, this causes conflict with a .dll from Iray.
Hello, Is there a way to export as scaled tilable shader instead of a material made only for the UV maps? In other words, is it possible to export as it is on the preview sphere BUT after the changes made for the mesh (scale and other changes).
Hiya,So I assume that a stencil is if your working to lay down color information with all the details in tact. I can't get it to work for me. Is there a tutorial on how to set that up properly? I'm using a paint layer and nada is happening!Thanks so muchRichard
So we all know these alpha packs we create or buy at various markets are set up to more or less "fit" a specific size model but what if you have a need to elongate or squish an alpha to better fit a model of a different size or shape? I've tried overcoming this wall in Photoshop but it's really a finicky issue like this so my question is there a way to make this happen from within Substance Painter? If not would this seem like a viable and useful thing to suggest be implemented? Thanks so muchRichard
When I import my model that I've made in blender, bake the maps properly and then try to use a texture it doesn't show. I don't know if it's a UV problem but theoretically I've unwrapped the mesh properly. This happpens both the allegorithmic version and the recent version of substance painter.
Hello, I am totally angry because I know its probably something I am missing, but for some reason my 3D object will show as a flat object on my workspace, why I follow all the Import instruction, and it does not accept any colour change or masks in the material mode. Please help me.Massie
Hi there all,I'm having a couple of issues working with Substance Painter 8.3 stencils. The 1st is possibly a bug, and the 2nd is possibly a feature request. 1) when holding 'S' to adjust the size, rotation and zoom of the stencil, the model goes so dark, it's impossible to transform the stencil as required. Bug?2) Is it possible to lock the zoom of the stencil and model? e.g. when using the stencil to paint items that need to be of a uniform size (Screw heads,etc), it just needs an inadverdant zoom of the model to throw things out of wack. Unless I'm missing somthing, then please put this down as a feature request. 🙂ThanksJon
With apologies if this already exists and I simply haven't found it, but..."File > Export Textures" has a default export location of "Documents/Adobe/Adobe Substance 3D Painter/export" on every project. Intuitively, I would never wish for every texture from every project to dump into this directory, and fairly logically, I would love to export to the project's working directory, into, perhaps, a sub-folder (maybe named "export"). I occasionally migrate a project from one computer to another and would not benefit from the project directory being locked down to the folder structure of the "other" computer, and so it would be useful for the default export directory to be a sort of "live variable" of the current project directory. Could we please have this? It seems simple enough to fetch the "working directory" rather than the "Documents directory environment variable" which is the current behavior. I'd usually ask "can we have this be an optional setting to default to?" but
Hi, I am currently try to export my project texture with my own preset by Python. My Substance Painter version is 8.3.0.0I found that this line go fine substance_painter.resource.ResourceID( context="starter_assets", name="Arnold (AiStandard)"). #Result: resource://starter_assets/Arnold (AiStandard)At the export_config = "exportPath": "C:/export","defaultExportPreset" : export_preset.url() or "resource://starter_assets/Arnold (AiStandard)" I would like to ask is there any way to get the url to my own preset?I locate my own preset at \Document\Adobe\Adobe Substance 3D Painter\assets\export-presets
I'm new to using substance painter, and decided to purchase the 2023 app from steam. The app itself works fine I can open it, paint, bake all that good stuff. However after saving a file as .spp and closing the app, when I try to open it agan... nothing. The app doesn't open and when I try to open the file with a program I get an error message saying "Catastrophic Failure".I also tried saving as a template to see if that would work but was met with the same message when trying to open it. Finaly I tried opening the file from the Substance Painter app (File > Open/Ctrl + O) and it opens straight away.I can open the file so I can't complain but at the very least I was wondering why I'm unable to open files externaly to the app? Does this happen on the Adobe suite version aswell? Or is this a bug on the Steam version?
https://drive.google.com/file/d/1faOyYlTNM3rFWLixFytFvXwPLcQ8DHsd/view?usp=sharing Hi, I've uploaded a very simple model (see link at the beginning) that I'm having some trouble with. I think I've done everything correctly in terms of UVs (maybe not!, that's why I'm here) but after baking I'm still seeing UV seams. If someone who's experienced and solved these issues could take a look at this model and bake it to avoid seeing seams, then share what I might have done wrong with the setup, it would be much appreciated. BIG Thanks in advance.
i need help
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