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The 'Library locations' screen already had three entries and I was able to add a fourth. However, it did not appear in the list of available libraries under 'Assets'. I tried adding the fourth library both in the UI and in the Windows registry, where I also incremented the size key in the pathInfos registry entry as suggested in the documentation. https://substance3d.adobe.com/documentation/spdoc/editing-resource-paths-manually-172824761.html I had to remove one of the library locations so I had a total of three rather than four, for my added library to be recognized. I don't see any reference to there being a limit to the number of library locations and would like to know how I can add a fourth library. Thanks in advance for your help.
Can Solidworks files be imported into substance painter? ThanksBob
Hi Guys,I'm hoping someone can help me with this issue I'm having?Basically in the viewport hieght is giving me some odd black edges? I'm guessing this is a veiwport only issue as all maps look ok to me.Am I missing a setting, or something?Any help greatly appreciated! Thanks,Matt
Is this a bug? The preview inside the circle has vanished. Can no longer see the orientation or size. I can still stamp it. But I have to trial and error now to get the right orientation and size because I don't see any preview like before. The "Full Preview Cursor" doesn't do anything either. Thank you.
Hi. Substance Painter lost all of it's backups (yay!), however I do have exported maps that were saved.Can start from scratch and load the exported maps and try to carry on from there?? Thanks so much
I'm currently thinking about getting a Tablet and the Huion WH1409 V2 looks interesting, especially in terms of price vs. functionality. Anyone using this one who can confirm, that it works with Painter and is a good choice?Thanks for some comments,cheersHerbert
After installation and subsequent launch of the program, the logo appears, and after a few seconds it displays the message "The program has stopped working". How to solve the problem?Operation system - Windows 8.1 64-bitBefore that, everything worked on Windows 7 and 10 versions.P.S. There is no way to roll back to another system.
Hi, I am trying to create a texture in which the glass is over a piece of metal. Therefore you could see the metal underneath it. I am not sure how to create this as applying the glass material leads it to be entirely made of glass and the metal is not seen underneath. I have added an image of the problem (qns.png) and a stock image of how I want it to look ( stock.png) if my explanation is confusing. Sorry for the trouble. Please help. Thank you.
As the title says, I'm having an issue when switching blending types. I've got an edge wear effect going and I'm trying to multiply the curvature by a paint so I can paint it on, however, I can see the paint layer when I paint, AND I can see the edge wear everywhere. I've got the edge wear set to multiply. Same story with a layer of scratches, except I have it set to overlay.
Hi all,I wonder, if it could be a useful feature to be able to set Antialiasing in Mesh Map Baking separately for each map. I ran into that well known issue with white fringes at boundaries between metallic/dielectric materials in the metallic-PBR workflow (as described in the PBR Guide Part 2 ).Due to the nature of the problem, I found, that the antialiasing setting can make the problem worse, like here in a quick example:So the question is: if I use AA, wouldnt it be good to be able to switch off AA selectively, so that the metallic map does not get AA. I believe, this would reduce the problem while keeping AA for the other maps. Not sure, but I also believe, that the ID map also should not get AA applied, which it currently does.Just some thoughts about possible improvements, looking forward for some discussion.Best wishes for a Happy New Year,Herbert
I've now encountered this issue in numerous projects and I can't seem to pinpoint when exactly it breaks, but it works as follows: At some point in my Painter project, I lose the ability to use the Physical Projection tool anywhere in my project. On any layer, in any capacity. This bug applies only to the 3D view, and I can still use the tool in 2D. Furthermore, regular projection works just fine in both 3D and 2D. I've attached a screenshot of what it may look like, where upon beginning to paint, some particles do appear on my mesh and the animation time counter starts, but nothing is painted on. This bug has persisted across numerous versions of Painter and is still present in the latest as of now, 7.4.1. I use this tool quite a lot in my workflow so I find it rather valuable.
Hi there. I liked Substance 3D in pre-Adobe times, when I simply could have perpetual license. I hate subscription model with passion, and moved away from any Adobe product where they've enforced this model. I started using alternatives like ones from Affinity, and am really happy with it. But back to main subject, that is Substance 3D: is there any way to obtain perpetual license for current version of Substance 3D? I simply want to pay 1-time upgrade price when I like the new features, and consider them worth spending my money. Or maybe Adobe completely blocked this option, and it's time for me to forget about this product, and start looking for alternatives?
Hello. I have used Substance Paitner in the past when it was controlled by Allegorithmic. I bought it on a perpetual licence. I am assuming that when Allegorithmic fully merged with Adobe, all Allegorithmic accounts were automatically merged with the Adobe website. Am I able to just subscribe to the Substance 3D Suite (Painter, Designer and Sampler), download Substance painter and continue using it, like a regular customer, or do I have to inform Adobe about my past purchases with Allegorithmic? Sorry, but I am not too sure how this works. Thank you for helping me.
Hi! Sorry if this is the wrong forum, but it seems the most appropriate one. I'm trying to prepare a HP and Low Poly Model version in Maya, in order that I can bake from HP to LP in Substance and paint it. It's a complex model, and so I will create a manual retopology layer for the LP in Maya.The HP model consists of multiple subtools, (seperated by items of clothing to the body etc.)The LP retopology layer consists of one layer that wraps around the whole model. My goal is to preserve the many texture sets from the high poly model, when painting on the LP retopology layer in substance, and also have the HP bake onto the LP successfully. Is there a way to do this?I've found that multiple texture sets are helpful in substance as I can paint more freely, but I'm not sure how to transfer these sets to the single layer LP and still bake it. I'm would prefer not to use the UDIM workflow if possible and stick to texture sets. I thought a fi
I'm having some really weird artifacts when I try to bake the high poly mesh onto my low poly. I've tried everything I can think of. All the normals are facing the right way, no overlaps on UVs, the low poly is softened, I've used the cleanup tool to get rid of any weird geometry, I've tweaked and retweaked all the baking settings in substance but I'm still not getting anywhere. I've attached some screenshots of the model both in Maya and substance. Any ideas?
Hello, I am trying to bake a gun model I made. The problem is that strange lines and spots appear on the handle. It is the only place in the whole model where it happens. So far what I have done is: -Check the model for loose or inverted normal faces. It has no ngons or intersections with other objects.-I exported only the handle and the bake went fine. It is as if something happened when it is baked with the rest of the parts.-I did not touch any of the bake settings, as I am not an expert and the default settings work fine for me. I wouldn't know what settings to modify to see if it fixes it. I attached are a couple of screenshots highlighting the lines I am talking about. They appear in all the maps except the normals. Thanks!
Is it possible to output a Geometry Mask to PSD?
"The perfect companion to Substance 3D Painter.Export your Painter project to Stager in a few clicks. All your texture sets, materials and shader settings will be automatically sent as well."This is in the Substance Stager description for the steam version of substance, and for some reason I cannot send my files from painter over to stager and it's absolutely not okay.
How to improve performance? So the following seems to lag Undo/redo functions Assets tool bar/Brush icons are stuck loading Drag and drop- Change material Progress bar stuck on any operation Even on demo projects at 50mb-100mb file Brushes/materials wont paint and brush hovering on model is slow Projects even at 1024 texture paint are slow Things I tried Raised cache to 2000mb even maxed out at 9999mb Created a virtual cache on a 2tb nvme drive that is 32gb in size Uninstalled Restarted and only launched substance How can I improve performance? its unusable, only substance is acting up. I work with much bigger files in keyshot with no problem.System specs I have 4 2tb nvme drives 88gb of ram Xeon 2235 6c/12t Quadro Rtx 8000 48gb any help would be appreciated, i am in trial mode and lately it hasn't been
Hello there.Recently, me and my colleague stumbled upon a particularly weird issue in whish Painter's performance was so low that it was loading each Texture Set for 15 minutes upon switching.To put it into more detail, we are working on a project that requires hand-painted masks. The way we're doing it is simply by creating new Fill Layers with black masks and just drawing on them. All work files are just meshes imported into fresh scenes without any baked textures. Which is another point - there are no generators or procedular masks used on Fill Layers. Just brushes. Texture Sets don't even have Normals or AOs.I should also note that we're painting in both 2k and 4k resolutions and it doesn't make much of a difference. Disabling other Materials from the view eases the pain slightly, but not enough unfortunately. By my understanding Painter has troubles saving custom drawn masks, because the way it saves them is entirely different from saving generators. Am I right to assume that
Hello friends,I have some problems with baking a high poly mesh on a low poly mesh. I used it all the time to make my objects look more stylized. But I don´t know what happend Everythime I bake the texture, the normal look realy blurred and scaled and the crackes and I will upload the objects maybe some defaults on my SP are wrong.Hope there ist a solution... have to do that for my uni 😞 ThanksOBJshttps://we.tl/t-7ytwqoHm5j
This is what I'm talking about:The message comes up as soon as I start up the software and I guess it's a licensing issue. I found out the problem can be fixed by changing the regional settings to US in Windows settings. However I have to do this, followed by a restart, every time I want to use the appplication. It's a hassle and doesn't seem like a real fix. Apparently this has been an issue for months. Does Adobe plan on fixing this?
Hello to all,I have a very specific question as I am working between RealityCapture et Substance for texturing my photogrammetry models.As you can see on the photo, when I import my model, the two UV tiles 1001 and 1002 are separated into different shaders. I tried all the export options from RealityCapture but no result. Any ideas how I can runite them in one shader ? Thanks a lot!
Is it possible to use the filter "baked lighting stylized" and ALSO take into account the normal maps I used in layers?Currently when I drop the "baked lighting stylized"-Filter and change to "base color" i can see it is "shaded" and all, but the "normal-map-effect" is missing.this is what the material looks likethis is what it looks with activated "baked lighting stylized"-filter and "base color"-view
I've been trying to find a way to export a FBX with textures embeded into it but I can't find a easy way to do it. I use mainly the Substance plugin in Maya but I think neither of the workflows provided create materials that can then be embeded into the FBX after export, since it doesn't have any lambert, blinn or other Maya material workflow. Is there a way from inside Substance or any other program I can use to easily apply Subtance textures to a model and then export a FBX with the materials embeded in it? I'd like it to be embeded in a way in which I can see them just by just using the Windows 3D Viewer.
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