Cyril Dellenbach
Adobe Employee
Cyril Dellenbach
Adobe Employee
Activity
‎Mar 07, 2025
05:26 AM
Hello @AlHawk,
The mask only works with the layer to which it is linked. In your example, if you don't want leather on the sole, you'll have to add a mask to the sole's layer, not the red one.
Best regards,
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‎Mar 06, 2025
04:50 AM
1 Upvote
Hi Emanuele,
Try switching the "Self Occlusion" parameter in the Baking tab to "Only Same Mesh Name" and let me know if it helps.
Best regards,
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‎Mar 06, 2025
04:37 AM
Hello @SMN-P,
Thank you for your message.
This is indeed a weird shading issue. That being said, it's a bit hard to tell where the problem comes from with a single screenshot, especially considering its resolution.
Would you be okay to send me your .SPP and HP files at cdellenbach@adobe.com with a link to this thread? This way, I'll be able to take a look on my end.
Let me know.
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‎Mar 06, 2025
12:29 AM
Hi @monsteranuni,
Sorry I missed your message back when it was sent.
That would actually be an awesome feature, and we're often discussing about QOL (Quality Of Life) updates we can make to improve Layer Management.
It would require to define how we're solving specific cases. As instance, if a Roughness layer is on top of a Base Color layer ; should it select the Roughness one or the Base Color one?
Regardless of the answer, I love the idea and you have my upvote.
Best regards,
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‎Mar 05, 2025
02:26 AM
Hello @Abilio5EC9,
Thank you for the question.
We currently don't have a in house feature like the Send to option we have for our other Substance apps. That being said, there's probably a way to automate it.
I could be wrong with this one, but I think Blender is automatically updating resources depending on their path location. Therefore, if you export your Designer's work as bitmaps in the same location, this will natively overwrite the previous bitmaps and it should be automaticaly updated inside Blender.
That being said, I'm not sure this will also work with SBSAR files and our Substance 3D Add-on.
Keep me posted.
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Adobe Employee
in Substance 3D Painter Discussions
‎Mar 05, 2025
12:45 AM
1 Upvote
‎Mar 05, 2025
12:45 AM
1 Upvote
Hi @mutanzom,
Thank you for the message.
Indeed, Substance 3D Painter can't update a model from non-UDIM worflow to UDIM worfklow.
From there, you have two solutions to keep the rest of your work intact.
As long as UVs stay the same (not the walls so), you can simply export your work (Base Color, Roughness, etc.) as bitmaps, import them back to your new UDIM project and drag & drop them in a Fill Layer.
In your current project, place all layers in a group and RMB on the group "Create Smart Material". The layer stack is now saved in your Asset Panel and you can drag & drop the newly created Smart Material in your new project.
Hope this helps.
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‎Mar 05, 2025
12:36 AM
Hi @May2ari,
This was an issue with Nvidia drivers. Hopefully, it has been fixed since.
Please install Nvidia latest drivers.
Best regards,
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‎Mar 05, 2025
12:34 AM
Hello @SnowCold,
Thank you for your message and for the video (always helps understanding the problem).
The issue is indeed due to UVs. Some of your UV islands are very small, probably not much bigger than a single pixel and this might create artifacts like the ones you're facing.
In fact, if you're increasing the Texture Set resolution, you will probably face less artifacts, but the best would be to keep clean UVs and avoid the famous "Smart UV project" that usually adds more problems than it solves.
Let me know if it helps.
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Adobe Employee
in Substance 3D Painter Discussions
‎Mar 04, 2025
12:54 AM
1 Upvote
‎Mar 04, 2025
12:54 AM
1 Upvote
Hi @Toaki,
The version you have access to, is the version you bought years ago (as long as it was a perpetual license). The perpetual license works the same as it works today. That means that it gives you a license for life, but no updates except the ones from the year of buying.
If you bought 1.7.3 back, you'll have access only to 1.7.3
Best regards,
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‎Mar 03, 2025
01:39 AM
Hi @bakspac,
Thank you for the question.
I suggest using a Tile Random 2 node as a base. It will give you the different shapes / Tetris feeling you're looking for.
In addition, here are some short tutorials we made that could help you with the rest of your work.
Edge damage
Cracks
Have fun,
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Adobe Employee
in Substance 3D Painter Discussions
‎Feb 28, 2025
06:13 AM
1 Upvote
‎Feb 28, 2025
06:13 AM
1 Upvote
Latest Nvidia driver now solves the issue.
Sorry for the inconvenience.
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‎Feb 28, 2025
01:04 AM
Hello @michaeloldman,
I'm afraid the Adobe Substance answer won't be the one you're looking for, but there is currently nothing to share on this end. I'm aware that our Adobe subscriptions aren't always fitting users' needs, but as I mentionned I haven't heard about something new for this year on this topic.
That being said, I can move this thread to the "Idea" section of our forum, where we gather and prioritize users' ideas for Substance 3D Painter. If a lot of people are upvoting this thread, it will give more impact to the suggestion. In addition, I advise you to take a look at our Steam offers, where you can buy a lifetime license for Substance 3D Painter only and it will probably saves you money (as long as you're buying Substance Painter only).
Best regards,
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‎Feb 28, 2025
12:54 AM
Hello @michaeloldman,
Thank you for the message.
From the screenshots, the problem is that some faces are invisible. Is it the "only" issue you're facing, or is there something else to mention? Is it occuring only after the baking, or as soon as you import the mesh?
If the issue isn't occuring after baking, I'm pretty sure the problem comes from the mesh itself. Would you agree to share with me your .SPP file at cdellenbach@adobe.com with a link to this thread (so I can find it more easily)?
I'll make tests on my own as soon as I have a bit of time.
Best regards,
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‎Feb 28, 2025
12:48 AM
Hi @patrick_1273,
Thank you for reporting.
Do you have any error message in the log? If so, what is it?
In addition, please note that Substance 3D Painter can't really write on cloud servers. If you want to work with a cloud server, you'll need to map/mount the path.
Best regards,
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‎Feb 27, 2025
01:23 AM
Hi @sunghoonk26909487,
This feature is more or less already existing in the application.
If you hold down the ALT key + the RMB, you can move the mouse to slowly zoom in or out.
Best regards,
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‎Feb 26, 2025
07:07 AM
Hello @Piotr31557204a9r3,
Thank you for sharing the issue.
As far as I know, this isn't possible to add additional channel for the Crop Filter.
I'll share this problem with the team, and we'll see if we can sort something out.
Best regards,
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‎Feb 26, 2025
01:22 AM
Thank you for the details! Considering the custom map is working as it should in Substance Apps, I'm afraid the problem comes from Vstitcher's integration.
I'm gonna move this thread to the "Substance Plugin" community where they might be able to give you a hand, but there are chances you'll need to contact VStitcher directly, so they can solve the problem.
Best regards,
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‎Feb 25, 2025
05:13 AM
Hmmm, this could be an issue from Vstitcher plugin... Does the .SBSAR work in other applications? As instance, does it work properly in Substance 3D Painter?
If it doesn't, I advise you to try setting the Input's Output size to Absolute. I suspect the Custom Input to get a low resolution once out of Designer, making it very subbtle once in Vstitcher.
Best regards,
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‎Feb 24, 2025
05:20 AM
1 Upvote
Hi @_Olivier_L,
Thank you for your suggestion!
I've added your message to our "users' ideas" list and we'll discuss about it!
Best regards,
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‎Feb 24, 2025
02:44 AM
Hi @Ben19305493c1p2,
I'm not sure the reference is tileable at all. If you need a look-alike pattern, I advise you to play with the Tile Random or Tile Random 2 node. Alternatively, you can manually create your own pattern, as you did with Photoshop.
Best regards,
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‎Feb 24, 2025
02:05 AM
Hi @MarkG2014,
Thank you for the message.
So just to be clear, the custom input slot is visible in Vstitcher? Can you show me a screenshot of how Vstitcher displays your .SBSAR parameter?
Let me know.
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‎Feb 24, 2025
01:51 AM
Hi @onikudaisuki029029,
Thank your for the message.
As many of our nodes, the Tile Generator has two different version. One for Color workflows and another for Grayscale worflows. Depending on what you're working on, you'll need to use one or the other.
Usually, you'll use the Color one for the Base Color, and the Grayscale for the rest. However, this is obviously very depending on your needs and workflow.
Best regards,
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Adobe Employee
in Substance 3D Painter Discussions
‎Feb 24, 2025
01:44 AM
1 Upvote
‎Feb 24, 2025
01:44 AM
1 Upvote
I'm not entirely sure to understand what you're looking for, but there are a lot of ways to Paint in Painter.
If you simply look for the tiling option, it is a the top of the Fill Layer Parameters
Best regards,
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‎Feb 24, 2025
01:37 AM
Hi @mhouse777,
The VRAM hasn't increased and it's still under our minimum requirement. Except trying to optimized your projects, there's still not much we can do.
Best regards,
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‎Feb 24, 2025
01:30 AM
Hi @pencilthing,
Could you be a little bit more specific? What are the issues with the outputs? Is it the aliasing? If so, this is probably due to Painter's 3D view and not your mesh or textures.
Try enabling the Anti-Aliasing parameter in Display Settings or increasing its value.
Best regards,
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‎Feb 24, 2025
01:23 AM
Hi @ChuckTerzian,
Thank you for the question.
You can edit the angle of the stamp.
But not mirror it, if that's what you're looking for. Currently, this is not a priority.
Best regards,
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‎Feb 21, 2025
01:52 AM
Hello @Journeyman05,
Thank you for the suggestion.
This would be a pretty handful feature, I agree. I'm sharing the message with the team.
Best regards,
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‎Feb 20, 2025
01:17 AM
Hi @HWYRAlex,
I'm not entirely sure to understand your need. Currently, you can easily have the entire mesh under a single shader and use masks or even mask an entire group. So what is missing exactly?
Let me know.
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‎Feb 20, 2025
01:13 AM
Hi @Gregory27652298gmcm,
Thank you for the message.
Does the crash occurs with this specific mesh only? Would you be ok to share the resource so I can make tests on my own? Let me know.
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‎Feb 20, 2025
01:01 AM
Hi @filibis,
Thank you for the question.
Considering most resources are procedural, you can face some slight differences in between resolutions, especially on the small parts of your work. You're facing one of those. The 4K one has more pixels to define the pattern which gives a more consistent result. The 2K one seems thinner only because it has not enough pixels to describe the pattern properly.
For this specific situation, I advise you to set up your filters with the same resolution as your export resolution and than switch back to a lower resolution (if you need it for optimization purposes).
Best regards,
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