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Hello everyone, I have been having this odd issue all day when exporting my textures. It seems to be losing its quality once exported into its destination file. In substance, the 2D view has much more quality and detail. But once exported it doesn't look the same. I export it as 2D image. Can someone please assist? I am new to subtsance , I've re-installed substance paint 5 times today, and im still have the same issue.
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.
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 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 ?
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").
Windows 11-Home. I use Steam Edition of Substance Painter, It crashes if used on a monitor which is not the main monitor. Easy to reproduce Bu simply clicking on environment on a slave monitor. Crashes randomly on other features. If I use it on the main monitor the issue goes away.
HiThis issue has happened after I tried to export .fbx from Belnder. I was trying to bake from low to high. Does anyone know what to do?
Upgraded my GPU from GTX 1080TI to RX 7900 XT. Updated the driver.Now, I just see the splash screen before it closes. No idea why.
Hello, I found such a problem as cubic artifacts in the preview window, I tried 3 different versions of Substance Painter 8.3.0/ 7.2.2/7.1.0 everywhere this problem was repeated. My computer has an Intel iris x graphics CPU, how can I fix this issue?
When baking ID maps in version 8.3 (Windows 10) there is now a "shadow" of 1 color produced over another color. See attached picture to see what I mean. I have not had any probelm baking ID maps from material color in any previous version of Substance Painter. The issue started for me with version 8.3. FYI, my ususal process (which has worked perfectly until version 8.3) is to create a material with different diffuse colors assigned to each material ID for the mesh in 3ds max and then export that color ID mesh via .fbx and then import into Substance painter as the "high poly mesh" when baking the ID map. It appears that the new baker engine in 8.3 is creating a shadow (from ambient occlusion information, maybe?) of 1 color on top of any color that would be below it (i.e., occluded by it). Obviously, this creates a mess of the color map ID. This happens for each of 4 different meshes I have tested so far.
Hello... I'm using Painter v8.1.1, under Windows 10. I started using it this afternoon, and soon learned that I could not work because the layer palette was missing. Also, there was no texture set window either. Any ideas folks??
I would like to be able to send my artist mirrored models and such, instead of only part of a model.
Hello, I was wondering if someone could help me I just installed substance painter on my personal computer (I got a little experience with it from school) and wanted to start baking my mesh.. but when I getting in the bake viewport I get those strange lines which are gltiching as I move around with my mouse. Does someone know where this is coming from ? Or better how to resolve it : ) iMac info:MacOS 13.2.1 (22D68)3,6 GHz 10-Core Intel Core i9AMD Radeon Pro 5700 XT 16 GB64 GB 2400 MHz DDR4
Substance Support,In Substance Painter, the file does not get saved. It gives an error. "Resource image invalid". What are all the possible causes and fixes ?
hi I really love subtance painter but it is really slow when loading material, especially custom material too- I only upgraded my computer for faster baking and texture loading for substancepainter - and loading materials is also so slow(never load everything and loading material to mesh is takes up to 1 minute when I use 4096x4 udim5995wx-threadripperpro256gb ram30tb hard / 2tb ssdNvidia 3090Ti 4 nvlinkbut it is real slow even I updated substance painter ( also can I get help as soon as I possibe since -got a tone of client works, it is normal so cannot change whatever I try,,?tried many times please ,, any help really appreciated.
For some reason using the when using a brush tool to paint on a paint layer, I can only paint on 2/8 materials.I imported my fbx from Blender without any errors. Could it be a problem with my UVs or my UDIM tiles? I am using a PBR Metallic Rough with Alpha blending shader and I also used a PBR Metallic Rough Shaderwith no difference. I had this error in Substance [GenericMaterial] Shader API has been updated. Textures may briefly flash white in the viewport. Updating the shader via the shader settings window or resource updater plugin could resolve the issue.And I updated it with no changes. Does this issue ring a bell with anybody? Thanks
All Substance related documentation (ie https://substance3d.adobe.com/documentation) leads to "504 Gateway timeout". Just me?
I have tried updating the shaders. I have tried uninstalling and reinstalling. This is the Steam version of Substance 3D Painter 2021.System specs:Windows 10 ProIntel(R) Core(TM) i7-3770K CPU @ 3.50GHz 3.50 GHzRadeon RX 5500 XT
I've been having a weird issue for the past couple of days.When I add / remove /change/ hide layers, I would have those areas getting overwritten with random colors.The first image is before I drop a smart material in a masked folder, the second is the result.below is a picture of the mask in UV spaceThis happens in the viewport and on the exported textures. It happens in my other substance scenes as well.I've tried :-Several preferences settings-changing and increasing local cache directory and budget (now 5gb)-uninstalling and reinstalling substance on an other hard driveI'm out of ideas, thanks in advance for your help
Good afternoon Faced a serious problem in S3DP. After baking with highpoly and saving the file, the normal map and several other maps are not displayed in the viewport at 4K resolution. After switching the viewport mode to 2K, everything is displayed normally. I'm used to working in 4K resolution and this problem gives me terrible inconvenience. Please help me find a solution and let me know in a reply message. Thank you very much in advance !
The command line argument --split-by-udim used for creating projects that use the UV Tile workflow only uses the legacy (convert UV Tiles into individual Texture Sets) workflow. Is there any way to use the new UV Tile workflow (preserve UV Tile layout per material) with a command line argument? This would be a big pipeline improvement for me. Documentation for command line arguments is here. Version: 8.3.0Platform: WindowsSteps to reproduce:1. Create a project that uses the UV Tile workflow with command-line arguments, e.g. "Adobe Substance 3D Painter.exe" --mesh "MyMesh.obj" --split-by-udim --mesh-map " Material_ambient_occlusion_1001.png" --mesh-map " Material_ambient_occlusion_1002.png"2. Observe that legacy UV Tile workflow is used (UV Tiles converted to individual Texture Sets) Expected result: Modern UV Tile workflow (preserve UV Tile layout per material) should be able to be used when creating a project via command line arguments. Act
Hi everyone, i'm here asking for you help to sort this issue and to understand whether i'm facing a bug or i might doing something wrong.I have a couple of assets with vertex paint i want to import into Painter. In the photos down here i'm showing the vertex paint done in Blender, and the result after baking the ID map (with vertex colors option). I've done id map baking previously already and never faced any issues until now. Plus, as you can see from the red circled areas, there are edges across a couple of faces which are not present in Blender.So beside the edges issus, which is no big deal, i would like to understand what's the issue with the ID map baking. Why does Painter dislikes my windows?? What did they do wrong to it? ;/Thanks in advance to whoever will be a patient soul and will be able to help.Hopefully it's easy to fix.
Hello. I have an issue with importing fbx files from 3d's Max to Substance Painter. On video is after I imported same model but as a obj. file. Whenever I import it states that there are not meshes in scene. How it can be and with obj. it can import.
Platform: windows 10 64-bit I tried to install the newest update for substance painter, the issue being it gets error code 113, i tried to unistall adobe creative cloud and re-intsll but that did not solve the issue, i have noticed that when i try to install other software like substance designer it works, it seems to be a substance painter issue. I followed the steps of error code 113 to the best of my ability on adobe help, but it was not my firewall, as the error apears when it is both off for a download and on. I am installing via adobe creative cloud.
Hey!I keep running into a weird issue when creating Smart materials for a project.It seems that whenever I create a smart material the generators, in this case dirt and metal edge wear, doesn't update their input maps when I apply it to a different texture set.I haven't been able to find anyone having this issue or talking about a fix. I've added both a picture and a 30sec video showing the issue.Video in the loom link belowhttps://www.loom.com/share/f92f46f3097b4d0e90c79b5327009cf3Thanks for your time!
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