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Messages - Cyrille Damez

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You will probably need to export a triangulated version of your mesh, otherwise there is no guarantee that Painter and Unity will triangulate your quads or ngons the same way, which will cause such distortions.

Unrelated to Substance Painter scripting. Please refer to the thread in the Unity integration forum :,28229.0.html

Painter (and Designer) is running on Qt5.9 framework which supports fractional scaling perfectly

As far as I can tell, unfortunately, there are still unresolved bugs in Qt regarding fractional scaling as of today and version 5.12 :

Releasing software that installs and kind of runs on all distros is indeed easy (by "kind of", I mean that the application does not simply crash on launch because of some dynamic library API mismatch). Bundling all (or at least most of) the libraries we depend on with the application (as we did) mostly solve the dependency hell issues, but it's only a small part of the problem.
The real deal breaker here is not release but longer term commitment. Testing and support require being able to reproduce the configuration of the user (not only the external libraries, but kernel version, drivers, window manager, etc.). The problem is already complicated enough with all the possible combinations of hardware (which we also have to limit to some specific models for graphic cards, CPUs, RAM amount, and we should probably do as well for input devices such as tablets).
Free (as in beer) software does not have as much of a problem with support as users expectations are not exactly the same (nobody will ask for their money back in case there is a problem with their specific configuration), and as for the comparison with open source software, we don't have the recourse of answering "patches welcome" ;)

But - then - I'm not the kind of user that you really care about am I?
Well, let's disagree about that as well, shall we ? We do care (we did and we will).

I don't see why you feel the need to support a specific Linux distribution
Because, like with a lot of features we would like to offer, we have only so much resources and there is only 24 hours in a day. So we have to make choices about where we apply our efforts. Instead of pretending we can support all distros out there, we are concentrating our official testing and support efforts on the ones we know are more commonly used.
As you have noticed, we have intentionally made it so that the applications have little external dependencies so that there is at least some chance that users of other distros can use our products but we cannot test for all combinations of drivers, window managers, package system, graphics overlay, GPU drivers, and we certainly cannot offer active support for all of them either (because for testing and support we need to be able to reproduce the actual configuration).

And as for us not caring about hobbyists, please note that we also support officially Ubuntu through Steam, which is a platform we decided to support specifically for indies and hobbyists (because, yes, we knew CentOS was probably not the most popular distribution among them).

Incidentally, @CodeRunner, it would be best to enter all these recent requests in our UserVoice database, to give them more visibility and allow other users to vote for them. Thanks.

The choice of CentOS as the officially supported Linux distribution is a really weird choice.
Sorry to derail the thread, but no, actually it really is not that weird, not even uncommon. RedHat/CentOs is the usual supported platform for the most common tools in the computer graphics industry. See e.g. the system requirement pages for tools from Autodesk (Maya, Flame, ...), the Foundry (Modo, Nuke, ...), Pixar (RenderMan), ... :
SideFX's Houdini is sort of an exception in that it also officially supports more distros than just RedHat/CentOS :

Consequently, a lot of Linux-based studios in the VFX and animation industries also use RedHat/CentOS, although I've heard of a few using Suse.

As for the original topic, it looks like it is due to a known and long standing bug in Qt with non integer scaling ratios on High DPI displays :
(which also affects Windows)

You can export in a file format which does not support 16bpc colors if you want to make sure to export in 8bpc (e.g. tga).

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