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Hi, I'm trying to troubleshoot this issue we've seen in our pipeline which goes PiXYZ -> Substance painter -> Unity. We export a mesh (FBX) from Pixyz, and import it in Substance painter for baking from hipoly mesh and texture painting. We then take those textures, and import them together with the exact same mesh into Unity but can't recreate the look of the mesh as seen in Substance painter. Instead, the normals of the object look fragmented or erroneous. However, If we instead EXPORT the mesh from Substance painter and use that mesh together with the baked normal map the mesh looks fine in Unity. All other import settings are harmonized. This leads me to assume Substance painter does something to the mesh or normals upon import, but not declaring quite what. What happens there? Original FBX with substance textures in Unity, looking bad. Re-exported FBX from substance with substance textures in Unity, looking good.
Hi, Can Someone please help as early as possible? I have an issue after mesh as my character made on Zbrush skin details are missing and all features are smoothened. I have also used MAYA for topology and UVs. Checked the name and file size and tried some other ways to solve this issue but could not do it. Can some one please help me with possible problem here? Thanks for you help in advance
Hello all,i have just intsalled Substance Painter Version 9.1.1Applikation will not start, even not as Administrator.I am Running Windoes 10, with build shown below, on an older PC System Do you have an idea what may cause this error.Note : I am using Steam Version of Substance painter before i intsalled 12/22 or 01/23 I can't rememner what this version , build of Substance painter was that runs with my configurationThanks in advance
This could be considered a bug as well as a partial feature request: bug: When right-clicking to reload a texture which was updated externally, substance does not apply this re-imported texture on the model automatically, the user still has to drag and re-drop it onto a material slot to be applied. If one texture is applied across different materials, or if there are multiple textures that have been updated externally and applied either on one objects/materials, would increase this tedious and unecessary task even further of draggin them individually to their various mat slots. feature request: Ideally in a future release, any externally updated textures should be auto-detected and reloaded, not only as a resource in the project, but also updated on any applied objects/materials to see them in the viewport. Otherwise keep up the great work, -Mike
Hi, I am trying to export transparent textures from SP but after the recent update they are no longer transparent. I do the same as I did before; metal-rough-with-alpha-blending, adding opacity channel. Export as 2D view and textures comes out solid as a rock. Can someone please help me out? It would be greatly appreciated 🙂
When I try to open a file or create a new file in Substance Painter, it gives a critical error and closes.My Laptop:Intel Core i7-7500u 2.70GHZAmd Radeon R7 M34012GBRamI was working about a work. I need a quick answer, please.
Whenever I try to switch my texture set to the set with more layers my Substance just completely freezes, or kills the tab and closes itself. However, when it decides to only freeze, my cursor still changes when pressing the camera movement keybind and when I hover over any item in the toolbar it shows the full description popup. When minimising the tab and opening it again it whites out the whole screen, and when trying to change the window size by dragging the corners of it, the interface will just cut or add white space in the enlarged area.I'm able to open the texture sets fine for the others, however one specific set with the bulk of layers and textures just causes the freeze / crash.I've tried reinstalling , moving the file to other locations (since it's been mentioned onedrive can cause issues before), I've tried pretty much everything I can think of. The software was running fine yesterday, then this suddenly started happening after i reopened the saved file to come back to it
when using the "smudge" tool in SP on a paint layer it reveals the color beneath that layer, in the screenshot, you can see the color of the "fill layer 1" is showing in layer 2 every time I use the smudge tool! it only happens when I use my pen tablet for painting, but it does not happen when I use the mouse! SP Stream edition 8.1.2 build 1782I hope my explanation is clear thanks!
I am having an issue baking/exporting height detail. I wish to use my high res from zbrush to bake my details and then add more detail via substance materials and such and then export the result as a hieght data for displacement in maya. Baking high res to low res yeilds correct looking normal channels but the height channel looks like trash. It almost looks as if the resolution was set to 64x64 even though the bake is set for 2048. I wasn't going to worry about it since, if I remember correctly, substance combines the normal and height channels together for the height map export but that isn't working either. The following have items have failed to remedy the issue: I have tried turning it off and on again. Tried softening normals. hardening normals. Re-exporting all meshes. Starting new files. changing bake resolution. Changing bit depth. Making new meshes. changing projecting distances. I'm running out of ideas. Am I broken, or is substance?
I am using Substance 3D Painter 9.0.0 on Windows 10. The template I am using to export the textures has several output maps, including one with ambient occlusion info (RGB "Mixed AO" - Grayscale). I want to export for each of my texture sets only the output map for ambient occlusion.The export in itself works well: the texture filepaths are listed in the console of the "Export textures" window (tab "List of exports"), no error is displayed in the "LOG" window, the textures are created on disk and look good. The problem is that I cannot access the export data programmatically right before the export!If I display the value of the variable "maps" in a Javascript plugin in function "onExportAboutToStart()", I get a dictionary with the texture set names as keys, but no value (we should get the texture filepaths as we get them in function "onExportFinished()")... PainterPlugin { onExportAboutToStart: function(maps) { alg.log.info("onExportAboutToStart: ");
I'm currently using Substance 3D Painter (9.1.1) on Windows 10 ProI get these colorful artifacts after export, but in the viewport everything is fine. I've done some testing and found out that it is coming from a paint layer that has projected strokes (projection painting). This has been happening more recently, and I'm curious as to how to fix this issue.Thanks.
On my laptop I can't import fbx files. I get this error: Unable to open file It says "Read only" as well. This is not the case on my PC. Anyone know how to solve this? Thanks!
Hi, im using Adobe Substance 2022, and i came across this problem with painting :This the wireframe of the mesh :Can someone please help??
The issue is pretty simple. If your drive is full and you try to save your file it will instantly crash and corrupt the file. Substance painter is the only program I've ever seen have this issue. Would love to have a popup warning that space is full instead of just deleting my project. Even with autosaves I've lost progress from this issue before. v9.1.1 build 3077Windows 10
I'm using Houdini and I put path, name and shop_materialpath attributes on my mesh and Painter does not recognize either of those attributes in match by name. The only thing that works is using alembic and pressing the build hierarchy. This puts a forward slash before the name in painter. So, If I have a mesh from somewhere else with a particular name that I want want to match I don't know how to do except recaching everything using alembic with the build hierarchy ticked on. Why cant this thing just recognize a name or path attribute? aaaaaaarrrrrrrrggggggghhhhhhhh!!!!!!!!!!!!!!!!!!!!!!! Not everybody uses maya or blender man! damn! Recognizing geometry attributes should work right across the board.
So I've come accross an issue where, when I add a new sub-paint layer to an existing or new fill layer it essentially changes to whatever settings the other sub-paint layer I have has, and any changes made on either one carrys over to the other. It's kinda hard to explain well so I've attatced a video to show the issue I'm having. This is a very annoying bug (at least I hope it's a bug).
Substance documentation says we should be able to make changes to brush settings, and then right click on our brush asset and select "Update Preset" to save/apply the changes permanantly. However this option doesn't show up for me. The only way I can save my edits is by making an entirely new (duplicate) brush preset.
Hello, my brush is lagging after changing the color from the brush menu. I thought my file is too big so I tested with a brand new one (texture set to 2048x2048). I'm using a Wacom Tablet. The lag is present while using the mouse too, but not that obvious. Windows 11, latest version of Painter.(Driver up to date for the tablet)I saw many others that have this same issue, I wonder if there's a fix to this.Thanks.
[EngineBitmapLoad] Failed to decode bitmap.resource://project8/Ambient Occlusion Map from Mesh Std_Skin_Body?version=5da1255d6743ce6363aed3a852ff16a5b7a4c518.imageI am getting the following error on every UV Tile group except the first one. I see other people have had similar error but I dont know if its the same problem. I cannot fix this by renaming, mostly because I cant find this temp resource in any of the folders like C:\Users\<username>\AppData\Local\Temp.The FBX file used is exported from Character Creator 4 to Blender and then to Substance P. I am baking all maps using Substance P baker even though CC4 has maps. So the AO map that is failing to decode here is a Substance P generated map. It is being used in a fill layer. So in that regard, as well as being UDMI setup with tiling (not legacy) it is simliar to other cases. But deleting cache folders did nothing. Renaming the texture sets to end in _001 etc, also does nothing. The normal map format is Open
Hello!I am using a custom shader as part of a pipeline and it generates this error, failing to render:error C1503: [Shader Helpers] .... error C1503: undefined variable "environment_rotation" I saw one related post that suggests 'environment rotation' variable has been replaced by 'environment_matrix', substituting each instance then generates a new error:[Shader Helpers] 5(368) : error C7623: implicit narrowing of type from "vec3" to "float"I assume this is because the newer environment matrix is a different data type, but some guidance on how to update the .glsl file to work properly would be helpful. I did try one fix that allows the shader to render, replacing 'environment_rotation' with 'uniform_environment_rotation', but I am not sure if this matches the previous shader exactly. Any tips?Thanks!
I have Substance 3D Painter installed on my home PC, licensed through my employer. Today, I saw that the license had expired. I tried to update it via the activation wizard but that doesn't work, returning a status 410 error. After researching what that meant, I found it was because the files no longer exist on the server. I assumed this was because it was trying to connect to substance3d.com, but that shouldn't be the case because this is a direct download from the Adobe Creative Cloud. Why is Adobe still hosting Substance tools linking to Substance3D.com if they stopped servicing that platform last year? Anyway, no matter which option I try, I get the same status 410 error. After looking into this further, I finally found the page where I can send in for verification.I didn't need to create an account since I already had one, so I moved on to step 2 as instructed. I filled out my email and Country/Region and clicked the Submit button. The ba
Hi I have two metallic maps that I want to export out of Substance Painter. Below are three maps the first map is the metallic map of a door and the white specs are nails. So this map is working as it should. The second map (when exported) is totally black however the screenshot below clearly shows that there are areas of metal in the map but when I export it, unlike the door that shows the metal nails the second map only exports as having no metal in the model when it does. What am I doing wrong?
As the subject says: when I go to File>New and bring up the dialogue to begin a new project, then click to get the obj I wish to texture on, as soon as it opens the explorer window, the whole program crashes. This has rendered Substance Painter unusable for me at the moment, and that is BAD considering I need it for my job. HELP!!!!BTW: reopened the program to export a log which is attached
Hi, I've made a low and high-poly version of a model. I'm trying to bake the detail onto the low poly model, but when baking in Substance nothing changes on the model and it stays the same. I've been trying to resolve this for hours and have not found anyone with the same problem. I've attachde the .blend file below, would really appreciate some ideas or answers, thanks in advance!Substance Painter version: 8.2.0, (same problem in older version).Blender version: 3.3.1Platform: Windows 11 (22H2)
HelloIn Adobe Substance 3D Painter software, when I create a new paint layer and make changes in the Material section, those changes are applied to all existing paint layers.Is there a way to prevent this situation so that a change in one paint layer does not change the settings and materials of the other paint layers?Version of the app : 9.0.0.2Platform and OS version : Windows 11 Version 22H2 for x64-based Systems (KB5029263)
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