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I recently downloaded Painter to my Macbook Pro running MacOS 12.6.4. I had to do this since my Windows 10 machine went down. Now, Painter was working smashingly on that Windows system. But, in my Monterey environment, I am getting all sorts of weirdness, not the least of which is pink preview balls. I went into Shader settings, changed one of those options in the top menu / field, and now the project looks like it should. But, those pink previews are still in the Assets pallette (though the shaders work fine when applied to a model). Also, when I went to sample a color from an image in the Preview application, Preview disappeared. In fact, all of my apps, except for Painter, disappeared, and I was not able to sample the color in the image. Does Adobe not concern itself with Apple users? This is ridiculous.
We would like to automate our work in Substance3DPainter.Is it possible to change the blending mode of layers and folders using the JavaScript or python API currently provided?
Parts of my models are turning dark grey after baking the mesh. Consequently, the textures appear darker then the rest of the scene. What can I do to fix this?
Hi, What export settings need to be used for Unity 3D to show the material textures the way they appear on Substance Painter? Would request you to help out ASAP since my team is stuck with this issue since 7 days now. Thank-you. Best,Team Zeyka
Its be cool if Adobe add special levels with the possibility of inclusion only for this mask.because if I use a grunge map not from the library then I don't have the option to increase the mask level. and also I have a lot of mask levels in this structure, I don't want the levels to be used on all other layers except this one.
Hey guys i have a question i need urgent help 🙏..we can bake and export fbx with materials from 3d modules like max or maya but can we do it in substance..i mean i need to export baked models in fbx format.. can i do it in substance or do i have to take the assets back to maya or max after painting and bake the model there and export.. i have no experience of baking assets i used to render and make videos ..the models should be viewable in ar or vr that's why i need to bake fbx..can anyone please help 🙏
I just went through one of the tutorials Adobe has on their website for Substance Painter (https://www.youtube.com/watch?v=_j27AS0VQOw) and I got to the end when I noticed something weird on mine. In Blender, the textures were all wavy. When I looked in Substance Painter, the 3D view looks straight, but the 2D view looks wavy! It affects all the maps from what I can see.I'm not sure what I can do to fix this. Because the maps themselves are wavy throughout it, any software I bring it into looks wavy. But in SP it looks straight in the 3D view. I thought maybe there was some sort of smoothing on, or the map was misaligned, but I can't seem to find the culprit.
Hello everybody i'm trying to activate the ACES color profile, however the "log" option is nowhere to be found... Does anybody know how to make it appear? Thanks!
Hi there. It would be super useful to be able to import cameras after a geometry or during an ongoing session.
Hi-Noob to Substance Painter. I'm trying to do some cloning to repair a photogrammetry model I'm working on. For some reason, even though it's all one texture/texture set, when I try to clone it will only clone onto certain parts and not onto others. I'll attach a quick video. Any suggestions? Thank you!
How do I stop this? I have no idea why it's doing this. I had to wipe out the mask and recreate it to get the paint brush acting like one again, which resulted in an hour's work lost. Painter v7.2.1Windows 10 Thanks.
Hi I have the latest version of painter and I'm trying to open a file from only a couple of weeks ago that would have been saved in this version of painter but I'm getting this error. I can't find any solution to resolve this that isn't "update to the most recent version" (I already have it...)Is there any solves for this or other solutions I can try?
Hello, I was wondering if someone know what goes wrong here ? Seems like my normals are flipped or somthing ? Like if I don't touch the normal bake I get no problems. But when I use a fill on the normal. I get this weird result ?
Hello, I have a strass texture that looks rather nice BUT, strass is strass, in other words, it has translucency. If I override the opacity, it doesn't look right anymore. The problem is, trying to add a layer as a background, as a "support" material for the strass... has no effect at all. The strass opacity ignores the layer underneath.The strass texture is created with Designer. Should I add the "support" material in Designer instead?
Hi there, it would be super useful to have the option to only export textures using the geometry selection visibility option. Thanks.
Hello, I would like to ask if I can obtain a permanent license for both substance painter and substance designer?
Hello, i have a problem with Substance Painter. I work on 2020 Mac Book pro but when i open this logiciel i have an error message : Error : implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 18 sampiers So i don't see some materials so i can't work. Somebody can help me please ?
This is the first log error:I've X'd out a few details as to not share the project I'm working on. Any thoughts would be greatly appreciated! I was told by a co-worker it may have something to do with Google Drive? [EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_position?version=feb33ac25fa1590276e2aa4ec1ff4e325f2d6e36.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_world_space_normals?version=beaea2b328b612a0ee5b0aeb28fef3d9c6537a51.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_position?version=feb33ac25fa1590276e2aa4ec1ff4e325f2d6e36.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_thickness?version=d3df1975bab466893e32f6b05293ff0e67171ef4.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_curvature?version=cfd
I have started to practice with Painter. I wanna draw a Character Skin, but i have Problems with the Tutorials shown.How do i get the Original Material for the Tutorial with the Devil ? The User used a Ambient Occlusion map, but i dont know how she has made it. Seemingly from photoshop but thats Nonsense. Can i download the model and the following materials and build the Steps myself ? Where did she get the AO Map ? And why is she using it ? It makes only Sense in a Game Engine, but i want to use the Texture in Cinema 4d and Redshift.
Hey,I am facing weird opacity issues lately.I am currently texturing a gun and I want to make its magazine transparent but some weird opacity artefacts are preventing me from having an accurate preview of my texturing inside Sub Painter.The problem seems to be only coming from Sub Painter and is more or less present depending the mesh (the magazine mesh is the most glitchy one).When I export the textures and preview the mesh in another software (Marmoset), everything is ok...- I'm using the "PBR with alpha blending" shader.- The model is not triangulated before import and is coming from Blender 3.5.- Bake maps are fine.- Sub Painter Version 8.3.0 You can see that the mag is looking weird but the grip is fine (screw holes are also weird but its nothing compared to the mag).The model is linked below ("003").
Hello,For those who don't know the stamps feature in Substance Painters is amazing!All you need to do is drag and drop your 1:1 square image to the shelf as an Alpha (I used to do like that and it works).After that, I can drag and drop again to my mesh in any position and select a few options like use it as a mask, base color, etc.But the thing is, if you drag and drop to UV Viewport, you are limited to it.Same thing with 3D Viewport.But I often want to jump from one to another and can't. Because instead of warping in 3D viewport I can follow the UV So please, both viewports have different options and both would be much more powerful together.Peace!
I have been looking through https://substance3d.adobe.com/documentation/spdoc/shader-api-89686018.html but can't see any way to do this. I have a number of custom shaders that all re-use a lot of functionality. This means that if I find a bug or want to update one function, I need to update all my other shaders too.Is there a way to just create a 'library' of my own and import that? Currently it looks like the only files we can import are the ones that come with substance. Is there a way to get this working without having to maintain around a dozen files containing many of the same custom functions?If not - is there any plan to allow for importing our own library files?Thanks! PS:The docs do say "Please note that you can't edit it nor create your own at the moment."but they've said that for a long time so I'm not sure if anything has happened on that front since the last time the docs were updated.On that note - the docs do seem a little out of date as th
Hello all,I'm making a material in Designer to use in Painter, but would love to have access to masks that I create. For example, I have a curve map created from the material's procedurally generated normal data, and I'd like to use that curve map in various generators in Painter. I created an output node, set it to mask, and named it curvature.- It seems I can add an anchor point under the material and then later call a specific channel (base color, normal, height, etc.), but there are no options to select an output mask. Is this possible with anchor points? If not, is there another way I might do this? I could have complete control within the material, but I'd rather have separate layers so that other artists can modify masks as they see fit.Let me know if anything needs clarification, and thanks!- Michael
Hi! Im working on a school project. I made a high-poly (decimated) mesh with polypaint in Zbrush. I then made a low poly retopo as well as a UV unwrap in Maya. I ended up with 3 UV sets. Now I need to bake my maps inside of Substance Painter. When I import my Low poly as FBX it doesn't show my UVs at all. Importing as OBJ does show the UVs, but when i bake my highpoly polypaint onto it it doesn't seem to work. (see picture) Im still very new in substance painter and have never worked with multiple UV sets inside of it, so that might be where i go wrong.
My uv looks like this in SP, idk why, I have 7 texture sets, everything else baked good and this one didnt... Normals are recarculated and everything looks ok in blender & marmoset. it causes the white edge artifacts along the uv borderit causes the white edge artifacts along the uv borders
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