『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
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Hello, I’m trying to use a grunge map as the base color of my material, then run it through a gradient map to color it. I wanted to use an anchor point before the gradient, to create a roughness map that matches the grunge I’m using as my base color. This works, but the the anchor point roughness map comes out much darker than the base color grunge that it is derived from. What is the reason for this? Shouldn’t the anchor point just directly copy the greyscale map? I made sure that the anchor point is BEFORE my gradient and AFTER my levels. Base color from grunge mapRoughness from grunge map anchor pointThanks for your help, On a side note, is this the best method to do this? I can’t find much about working like this online.
Hello! I can’t find dynamic stroke menu in my brush settings. As an example I selected Dirt 1 brush. I remember it was present in the Alpha section of the brush settings. I am using Substance Painter 12.1.0
Hi, I was wondering, is it possible to mirror a layer after it's been painted? I have accidentally painted several layers on one side of my model without mirroring turned on, and now wish to flip those strokes over to the other side also. Is there any way to do this? I've tried adding a Mirror Filter to each layer, but it doesn't work and acts strangely, almost as if it's expecting my UVs to be perfectly symmetrical as well, which they're not, as the model was packed arbitrarily; i.e the UVs are the same on both sides, but not laid out symmetrically. Appreciate any thoughts on this. Thanks,Seán
I have finally saved up enough money to purchase a perpetual license for Adobe Substance Painter but because we are halfway through the year i want to wait for 2027 to buy it to get more updates out of my purchase. Will 2027 follow the same model? Thanks
Hello everyone, I looked online and seem not to find a answer to my question. Is it possible to make a displacement/Height map from your normal map on SP? Heres a example; you purchase a premade high rez basemesh that includes texture and normals but would like to use the high frequency details from the normals in zbrush but zbrush does not use normals maps. So now you need to convert the normals map into Height/displacement maps and how would you go about doing so in SP? I hope to hear from your soon and thank you in advance.
How come the Curvature generator, using a seamless curvature map (out of Marmoset), creates visible UV Seams with no way of fixing this?
I want to use the Zbrush to Painter bridge plugin but the Substance 3D painter plugin folder is blank. I have updated all apps and maxon on my end but the folder is still always blank and the Zbrush send to painter button just opens Painter and does nothing. What do I need to do to get the bridge plugin working from Zbrush to Substance painter?
Hi,I textured the model, which I created with 3 different material IDs and a single UV map, in the substance painter program. When exporting, I want to combine these texture sets into a single UV map. Substance painter creates 3 separate texture files even though 3 different texture sets are included in the same uv map. Isn't it possible to create the texture of this object in a single texture set? Having 3 different textures causes the file size of the project to increase, I want to avoid this.thank you!
This is the First time I am exporting textures but after i export it ive been having this right here For some reason i cant find the problem i added opacity channel on the the texture set settings and nothing is working is i check to see if there is something wrong with the input but i dont know what im looking for here is the configuration i tried to use the opacity one but it still doesnt work Tf2 paint i use
Hello, I’m new to Substance Painter and I wanna use this color texture for the base of this mesh. Is there a way to randomize it and make it seem organic?
i want to learn adobe but none of get in free, most are paid and if free, there quality of video or teaching is not good, basically for beginners, so i want to find best course that i learn advance adobe uses.
When attempting to use Dropper Color Picker to select a color on my screen or on my scene on Ubuntu26.04 LTS with Wayland Compositor and KDE Plasma 6 Desktop color dropper tool bugs out creating a black layer on the entire screen breaking functionality of the tool. I do not have X11 support outside of XWayland and am unable to utilize an X11 session to work in substance due to both my Distro Version and Desktop Enviornment.
Right now a common workflow of mine is to create a masked fill layer to display a certain visual like let’s say green slime across the entire suit of a ghostbuster.Once I set up the layer properties I define my mask by using generators, paint, and most importantly fills, because I can reposition or scale them later.In order to add a fill effect to my mask I drag it from the shelf onto the model, so I get a good starting point for the position. At the moment the only way I understand how to do this is to drag an alpha to the model, choose “Mask” from the pop up menu. This creates a new layer with the mask I actually want to be a part of the mask I was currently working on. So I need to scroll to the top of the layer stack, select the new mask, copy the effect, delete the new layer, scroll back down, select the mask I was working on and paste the effect.This procedure is most painful the first time around after which I will usually duplicate existing mask effects as a starting point.Bu
I'm wondering if there's a way to automatically reload textures?Our pipeline uses Marmoset Toolbag for baking and Substance Painter for painting.While Toolbag automatically updates and reloads everything you overwrite externally (which is really more helpful than you can give it credit for) unfortunately Painter does not.So after rebaking the textures I'll have to manually find all of them in the textures shelf and select "reload texture". Then, after repeating this for all 5 or so textures I'll still have to re assign them to their dedicated slots (as in: the AO map goes to the AO slot, the curvature map goes to the curvature slot... etc)Or I can open the ressource updater, hit "update all" and close it again.This workflow feels very cumbersome, not what I expected from a modern software like this. Am I missing something?
I am trying to log into Adobe Substance Painter with my google account, but it keeps telling me that the browser is not secure. I don’t know what to do.
Unable to compute normals because some triangles were to small on high poly part I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. Never encountered them and my mesh from maya has no errors or ngons it seems.
When I set the Balance and Contrast value to 1 for any grayscale mask, a slight gradient forms at the edges of the mask, creating gray pixels on the metallic map. How can I avoid this?For example, for optimization purposes in some projects, the Metallic map should be made two-toned—either pure white (RGB 255,255,255) or pure black (RGB 0,0,0)—and no gray shades are allowed on the metallic texture.Regarding the example in the screenshot ^These are 9 rectangular polygons. in the UV map, they all overlap into a single one. I couldn't find anything in the Substance Painter settings, and various Google searches didn't turn up any answers.Are there any scripts or plugins that can remove this gradient?
Hello,I own a Steam perpetual license for Substance 3D Painter.I am employed by a company and I would be the only user of the software.I would like to use Substance 3D Painter on a company PC to create commercial assets for my employer.The license would not be shared with any other employee or user.Would this be permitted under the current Steam perpetual license terms?Thank you.
I’ve never used it before so perhaps I’m using it wrong, but when I put the Dripping Rust Generator ( not filter ) on a mask, changing the Drips intensity just gives these thin horizontal lines. Not drips. Can anyone confirm this?I’ve updated drivers, updated Painter, updated all outdated resources in the file.. Thanks.
And before you say it, I have checked my Spam multiple times. I've checked the forums to see that this is an ongoing issue, where once you enter your email for the Student License it just never actually is sent. I'm sending this out in the hopes someone from support can look into this issue for me. I've tried with another email and I get the exact same issue.
Should i mark Sharp edges on my low poly(Shade auto-smooth) or shade smooth for high poly to low poly baking?I did an experiment of baking into the low poly once with sharp edges and another without.1st image is with sharp edges marked.2nd image is without any sharp edges marked and shaded smooth.*No custom normals.**High poly(subd) ofc is fully shaded smooth.***Working in Blender.
When I open substance painter, it doesn’t matter what I do, after around 3 minutes, it will just close. It does not crash, as if I’m in a project, it will ask to save before closing. It was working perfectly fine a couple of hours ago. Please help me with this! I really doubt its GPU related as the program is not crashing, it literally just closes. I can just be on the home screen and it will still close.
Can’t change light source direction (shift+right click) or slide any of the control sliders. Makes the painter process extremely painful.
Hi, I cannot really know why I do not have materials showed in the right side of the bar, I have tried multiple times for finding solutions but no much usable information found.
Sub Surface Scattering isn’t rendering properly for me. I have tried almost everything from changing the shader to remaking the entire model Weirdly brightens up the model when I turn on SSSRenders fine without SSS. As you can see, it weirdly brightens up the model. It’s renders fine without SSS. I just can’t figure out how to render out the SSS. I have baked a thickness map and inverted that map for the SSS and it should render out without any problems. Any Help will Really be appreciated.
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