Cyril Dellenbach
Adobe Employee
Cyril Dellenbach
Adobe Employee
Activity
Jun 23, 2025
04:15 AM
Hello @Nitin37674622pr4g,
It's a bit hard to tell without more info. Does it crash regardless of the project? Can you send me your log (Help>export log)? I also advise you to send a crash report (the pop-up after the crash) with your e-mail address, so we can contact you back.
Best regards,
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Jun 23, 2025
12:18 AM
Hi Margaritis,
Sorry for the delay in response.
Unfortunately, the .SBS of the Embroidery ressource isn't public. However, you can maybe find a similar ressource in the Substance 3D Assets library. To be honest, you won't find something as advanced as the Embroidery filter, but you could still find something helpful.
Best regards,
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Jun 23, 2025
12:03 AM
Hello @skye_9579,
This is an issue with the 3D object's normals. Probably due to the topology of the mesh. Can you show us the wireframe?
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Jun 20, 2025
04:13 AM
If you are referring to this value:
It's simply the amount of space left on your disk.
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Jun 18, 2025
05:34 AM
Hello @WheezingOtter,
Can you send me at cdellenbach@adobe.com the FBX you're using? Please add a link to this thread to the e-mail, so I can easily find back the discussion.
Best regards,
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Jun 18, 2025
12:53 AM
Hello @Dynamic_vibrancy6819,
DM me the e-mail address you used for the Education license.
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Jun 18, 2025
12:51 AM
For the information, the "Send to" option isn't available with Steam licenses.
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Adobe Employee
in Substance 3D Painter Discussions
Jun 17, 2025
04:07 AM
1 Upvote
Jun 17, 2025
04:07 AM
1 Upvote
Hi @Francesco22513511mwu9,
Thank you for the question.
I would use the Path tool to recreate similar bricks along an arc curve.
Best regards,
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Jun 17, 2025
12:12 AM
As far as I know, there's no plan to remove MDL support in Substance 3D Stager.
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Jun 17, 2025
12:10 AM
Hello @ca_8650,
Currently, we don't have PDF documentations and for now there's nothing planned on the topic.
Best regards,
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Jun 17, 2025
12:07 AM
Hello @aardaa,
You can DM me the e-mail address you used for Education license. I'll check for your code.
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Jun 16, 2025
06:07 AM
Hi @alan_3011,
DM me your e-mail address and I should be able to get your code.
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Jun 16, 2025
06:03 AM
Hi @Matthew_HFZ,
Substance 3D Designer MDL suport will indeed end in a coming release and as mentioned in the popup message you won't be able to use MDL graphs (create, edit or read).
I'm unsure which detail you want me to clarify.
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Jun 16, 2025
02:22 AM
Hello @charles.e.bolton
Yes you're right. To be fully honest, we're currently kind of in a dilema. Updating Iray for 50XX GPU would also require from all other GPU users to update their driver, which is also a fair reason not to update Iray. We're still looking for solutions.
As it has been mentionned, (for now) you can deactivate the GPU render to make sure it uses the CPU instead.
Edit > Settings > Iray Hardware
Best regards,
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Jun 16, 2025
02:02 AM
Hello @DJ3762506423tt.
From the screenshot, it is very probably a UV issue. Make sure none are overlapping. Could you send another screenshot with 2D view?
Let me know.
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Jun 16, 2025
01:51 AM
Hello @graphic5FEE,
Yes you're right. To be fully honest, we're currently kind of in a dilema. Updating Iray for 50XX GPU would also require from all other GPU users to update their driver, which is also a fair reason not to update Iray. We're still looking for solutions.
In the meantime, you can deactivate the GPU render to make sure it uses the CPU instead.
Edit > Settings > Iray Hardware
Best regards,
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Jun 12, 2025
02:06 AM
Hi @smessierobjects,
Thank you for the question.
I think the issue you're having isn't really an "exporting" issue, but more of a "hiding" issue. Instead of splitting the mesh in several Texture sets for the sole purpose of hiding, I advise you to use Geometry masks. This way, you'll be able to hide/exlude geometry and it won't impact the export. This will also have a positive impact on performances.
However, if you still feel like you'd need a "Merge at export" option, feel free to add your upvote to this post, so we can track users' needs.
Best regards,
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Jun 10, 2025
02:11 AM
Hello @aaeriam,
In general, performances are smoother on a Desktop and this is probably not a Substance Designer issue, but more of a hardware issue.
As you mentionned, the Desktop has a stable power delivery, where the Laptop will probably limit the GPU to prevent overheating or exceeding the total power budget. In addition, the RTX 4090 Mobile is not a true Desktop 4090. it's closer in raw performance to your Desktop RTX 4070.
Are you facing similar issues on other applications?
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Jun 10, 2025
12:58 AM
Hi @peppe_esposito0605,
Thank you for the question.
The wood resource is in two parts.
A wood .SBSAR material made in Designer
A Greyscale Layer in Painter (where he paints in the video) that is called by the .SBSAR material with an Anchor Point.
The Greyscale Layer drives where the .SBSAR material should add a knot. If you want to build something similar, you'll need to learn Substance 3D Designer and how to expose parameters.
Best regards,
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Jun 10, 2025
12:41 AM
Hi @Ville38064262n56q,
As you have probably already discovered, you're not the only one having such an issue. Unfortunately, we can't seem to find a decent solution at the moment.
However, you can DM me the e-mail address with which you requested the Education License, and I'll personally find your code.
Best regards,
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Jun 06, 2025
05:33 AM
Hello @Sijo27736614k88l,
Many thanks for your report.
This definitely seems to be a bug. I'm reporting the issue and we'll try to find a fix asap.
Best regards,
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Jun 06, 2025
05:17 AM
I personally wouldn't recommend to use a different email address. This isn't a fix. On my end, I'll look for your code and DM it back to you.
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Jun 06, 2025
05:16 AM
Hello @kenneth_1768,
Thank you for the message.
It could be UVs issue, or a Nvidia driver problem (hard to tell from the screenhot only). I advise you to try baking with "GPU Raytracing" disabled in the main preferences (this will use the CPU for baking, which is slower but stable).
Let me know if this helps.
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Jun 06, 2025
05:11 AM
Hi @justine_wse,
What's the exact location of the custom asset? Are you sure the Asset Panel in Substance Painter doesn't have a filter applied?
In addition, I advise you to simply use the new Substance 3D Assets window directly inside Painter. The selected material will automatically be added to your library.
Best regards,
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Jun 06, 2025
02:38 AM
As mentionned, your projects doesn't contain a Specular channel or a Glossiness channel. Therefore, if you want to keep your shader as it is and not use the dedicated Spec-Gloss one, you'll need to build a custom Export Template with converted maps.
Converted Glossiness = inverted Roughness Converted Specular = Merging Base Color + Metallic
Otherwise, you can also use the dedicated Export Template PBR Specular Glossiness (converted from Metallic Roughness).
Best regards,
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Jun 05, 2025
05:55 AM
Hi @Sempoo,
Thank you for the question.
As long as it is available in the shader, the IOR level has to be set up in the shader parameters.
For the Anisotropy level and angle, it's as all other channels, you'll have to enable them in the Texture Sets parameters.
Best regards,
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Jun 05, 2025
05:46 AM
Hi @bog_witch,
Make sure your shader supports "Specular" and that it's enabled in all Texture Sets. Currently, the error indicates that it's not in enabled in your Texture Sets.
Best regards,
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Jun 05, 2025
12:34 AM
Hello Michael,
As for the others, please DM me your e-mail address!
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Jun 03, 2025
05:54 AM
Hello Tobias,
Interesting project you have here.
Indeed, you could use a Tile Sampler to scatter the Shape and make sure it is only visible when the Shape intersect with your Pattern.
A different approach I can think of using Splines : Plug your Pattern in a Mask to Paths, than a Path to Spline and finally a Scatter on Splines grayscale. By duplicating the number of Splines, you should get something like this :
Which is already a bit closer to what you're looking for.
Good luck with your project!
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Jun 03, 2025
02:19 AM
Hi @SubstanceForFree,
DM your e-mail address
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