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We have been waiting to be able to store our custom materials, alphas, textures etc. on a different place (like an external drive or Cloud) than the Documents folder for Substance Painter, I was wondering whether there has been any developments regarding since merging with Adobe?Cheers.
I downloaded the update yesterday and everytime I open up Painter, it crashes upon opening. I'm on a Mac OS 10.15.7. So, I uninstalled it and am trying to install an older version, but I can't seem to find where to go to get to the older versions. Your help docs show it, but the website shown is not the website I see in front of me. Maybe the tutorial needs to be updated. Any help is appreciated.
Hey! I have this simple material originally created in Substance Designer and then imported to Painter. It just automatically adds some AO and edge highlights, so nothing major.As you can see in the screenshot the Color set in properties and the color shown in viewport don't match. It is more noticable with dark warm colors. It was working fine until the last Painter update (v7.4.0).It is possible to somehow fix this? Do I just install the older version?
So I'm texturing this new model and I'm using the exact same materials and lighting settings as another, but the baked AO maps seem to be a lot darker than usual for some reason, and I have no clue what's going on or where to start. Does anyone know what could've caused the issue or what I can try as a solution?
Hi, I'm having a problem with Stager and Sampler. I want to know how can I add tweak controls in sampler to be added to exported SBSAR files? right now my exported BASAR cannot be changed in Substance Painter. I have stager as well, when I export my models I can't see the export to stager selection in Substance Painter, was this added, or just not added for steam version of Sampler and Stager? Thank you
Hi,I have the case that thes exported textures look different depending on the GPU when I use the anisotropic noise.Painter version is 2021.1.1.1 (7.1.1)Quadro RTX A4000Quadro P4000 or P6000Is this a known issue? Or even solved in a moree recent version of Painter? Cheers
Hello! I'm pretty new to substance painter (and all the substance 3D programs) but I've been working within Blender for some time so I have some knowledge of UV's and what not. But this has me stumped. When I try to add a texture to my model in Substance Painter the base color appears stretched. This is not an issue in other programs and appears to be only in Painter. I have tried Unwrapping the model in several ways and re importing into painter, but nothing helps. Please see attached photo.
I created a high LOD and Low LOD version of a set of meshes using Blender. All of the meshes share the same material. When I bring into Painter and bake the ID map, I get a strange artifact when using the higher LOD file in the baking process. If I eliminate the high LOD file, the artifact goes away. If I isolate the one mesh out of the set and bake using the high LOD mesh, the artifact also goes away. I made a video of the process here: https://youtu.be/JPoBf42IyzQ. I've also attached the files. Any help would be great!
Someone mentioned this on the old Substance forums, and the Allegorithmic devs believed it could be in the works for future updates, but I don't believe it has been implemented yet. Since the old forums have been closed, I figured this would be a good place to suggest it again. Here is the link to that post:https://forum.substance3d.com/index.php/topic,31149.msg119507/highlight,clone+stamp+from+another+texture+set.html#msg119507To support this, I'd like to add that in a lot of cases, specifically with characters, artists will use two texture sets for their "skin" material. One for the body, and one for the head/face, in order to preserve as much facial detail as possible for high fidelity products/experiences. When painting skin details manually, this will almost always result in some sort of seam across the clavicle/lower chest area, and will be visible if the character happens to be shirtless or wearing low-cut clothing. Clone stamp would help exponentially for cleaning up seams like
I couldn't find anyone else having this issue, but since I got the newest Substance Painter all materials that I've tested displays a vastly different color than previous Substance Painter versions. It appears to be the materials themselves doing this as a plain fill color shows correctly.The main materials I've focused on testing is Resin Epoxy and Bull Leather medium grain.(but it appears it's most if not all materials).It displays best with the color #F8A73B, that previously showed up on these and other materialsclose to the actual hex, but now turns from yellow to bright orange.Thanks for any advice.Example of same project and same color on old vs new substance.
After importing a model and baking textures where only one color ID color was used I'm getting strange effects like below:This is all one object where I took multiple objects and combined them to fit on one texture sheet. Importing the model goes well. But after baking I get this strange distortion. Adding layers of materials do not cover up these distortions. If you look closely you can see the blotches end up on other parts as well. I do this because importing the whole model at once is guaranteed to cause this problem. Since I started breaking the model into textures I haven't had this issue but here it is again and I have no idea how to solve this problem. Can anybody help? To clarify the long tube above and everything else in the picture should be just one color.
Or mettal, or whatever . Some ancor trick maybe? I't super annoying when you have to split packed file and save it as separate grayscale images to use in Painter. Contrary to MArmoset for example where you can choose a channel.
I would like the area highlighted in red to look like one mesh. The mesh hash multiple UDIMS. If there was a way to do some sort of texture/uv blending to fake the look of it being one continuous mesh that would be great. Thanks in advance for the help..
Hello!I want to notify that seems like something is not working well on the Substance 3D Painter Steam Version and the command line argument "--export-path".If I try to execute Painter.exe only and use the --mesh argument Painter starts as we expect but if I add the "--export-path" argument Painter opens as a clean session without load the --mesh.Other user mentioned that this is not happening on the normal version. If I execute the command only with the -mesh argument steam ask if it is ok to open Painter with that new argument but open the Painter session fine.Hope you can find what is happening, thanks a lot.
Hello everyone. Right now I have a big challenge and it's about creating a dress. I created the lingerie, the ornaments and its facbric on substance designer, but I don't know is how to adapt the elements that I have created to the dress, especially in parts of the garment that are curve. What method would you use ?Thanks for your time
a simple task like this? thanks for any little hint, tips, workarounds, ideas..
Hello, I have the following question if I can legally create a weapon skin in Counter-Strike: Global Offensive with a trial version of the substance paint.To share knowledge with the uninitiated:When creating a CS: GO skin, you can vote to add it to the game, if there are enough votes to add the skin to the game, you will receive a share of the skin's sales on Valve platform - Steam
Hello, I'm very new to using Substance Painter (and 3D design in general) and I have been following some tutorials online to help me get started. My aim is to learn how to create realstic looking garments for my work projects. Right now, I have managed to greate my first sweater in Marvelous Designer, and have exported over to Substance Painter. I am following the guide here: https://www.youtube.com/watch?v=yELNQnveIMw yet I'm confused where to get the 'Normal Map' from (video timestamp at 0:53)? Without the Normal Map, I'm not sure how to progress. Please can you help me understand this?Many thanks!
I use a mask to colorize a mesh with two different colors. However, the exported masks are not like I created them, instead they are reduced to a minimum to fit the polygons. While the mask looks clean that way, it causes visible seams due to color bleeding between the two colors. Is there a way to disallow the padding?
HiI am a RenderMan developer at Pixar and I recently downloaded 7.3.1 to add color-management support to my RfSP plugin but I can't get 7.3.1 to launch.Here is the output from my shell:XXX@XXXXXXX:~ > /Applications/Adobe\ Substance\ 3D\ Painter\ 7.3.1.app/Contents/MacOS/Adobe\ Substance\ 3D\ Painter 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be 'Editor', 'Viewer', 'None', or 'Shell'. 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be 'Editor', 'Viewer', 'None', or 'Shell'. 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be 'Editor', 'Viewer', 'None', or 'Shell'. 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The va
Hi, I have trouble exporting a normal map from substance painter to unreal. In substance, the material preview looks normal, but in unreal looks weird like the image. After I investigated, the normal map from substance is error. Anyone can help?
The Photoshop HUD color picker/color wheel is a fantastic tool that tremendously speeds up any painting workflow. It would be great to have a similar panel that pops-up right below your cursor when doing hand-painting for textures. Currently I undock a window with the paint properties, but it's still a hassle to then open the color picker dialog and adjust manually or click yet another button to activate the eyedropper (can't there be a modifier key shortcut for this similar to the Alt-click in Photoshop by the way ?)
'substance painter cannot load this project with this software version data too recent for this software version' issue The current version is as follows.Substance Painter, version 6.2.2Build 661 - 90395d89ce8b089bdb4bffbb6bd272741a80f04f I bought it on Steam and used it, but when I opened someone else's work data, the version was different, so I want to upgrade, where can I download it?
Hi Is there any reason why Im getting these weird black patches after baking? I've imported as an FBX - all clean UV's and each material has a separate colour. Many thanks!
Hey,I tried to dig it up how can I create spec/gloss shader with opacity/alpha channel but all of the old links are broken and I didn't find any useful information beside that create my own shader which is far away from my skills. So I'm looking for help here and hope someone can help me in this problem.Ps.: I found a working non-pbr spec/gloss /w alpha shader but there my diffuse channel doesn't work correctly. ( https://forum.substance3d.com/index.php?topic=23637.0 )
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