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I saw this video: https://youtu.be/GX_WYrPoaOk?si=i4QDFN-YBm65YuQt I sent a comment asking to clarify the tecnique but I didn't receive an answer. Is there somebody who can help me?
Hello, where do I enable the manipulator in 2D View please? It seems to be missing on my screen :(.
Hey there!Ive been having an issue past couple days coming from no where, my performance just tanks and makes both the camera and mouse movement very jittery. Can't put a finger on what it could be as I've never had this issue before and my ram/vram are barely touched, and nothing else seems to be bogged down on my computer so I'm assuming its exclusive to substance.and here is my rig information just incase GPU: RTX 3090 Driver 512.15CPU: Ryzen 9 3900xRAM: 64 GB 3600 Trident zEverything is running more or less stock on windows 11.
Hello Community I have hard time trying to set up anisotropy on simple dome. But in Blender it is a piece of cake: How to properly do it in Painter?
So, if you have a crease where two meshes meet can substance show wear or grime in that crease if they are separate meshes or does the crease need to be where polygons meet in the same mesh. I have complex object made of separaste meshes and I can't get grime or wear in the creases. Thanks
HelloI tried all the fixes here and it didn't quite solve my problem. I am trying to bake maps for a boat model and the ambient occlusion map and the thickness map have weird pixelation. Photo included. I have used the settings online in various tutorials and I have tried to import different models, same thing. Any help?
I am trying to export a custom texture file, but the specular is not exporting. I am receiving the following error codes: [MapExporter] The input map 'Specular' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Specular' channel is missing in your texture set.[MapExporter] The input map 'Glossiness' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Glossiness' channel is missing in your texture set.[MapExporter] The map 'fatigues_s' can't be generated for the texture set 'DefaultMaterial'. I have enabled the specular level in the channels. I have also painted a layer using metal settings and set a metal material on some of the items in the texture. I am not sure what I am missing.
Hi, recently my 1st year of educational license for Painter 3D expired and I was trying to renew it since i need for college but i am requested to update payment info. I never actually gave any payment methods as the license gives you "free" usage of the app so now i don't know what i can do to get the license to work correctly.
I just redeemed a code to use the app as a student for 12 months, but I get this error every time I try to open it: You don't have permission to access "http://commerce-stg.adobe.com/store/segmentation?" on this server.Reference #18.ab173e17.1685076129.ba91150 My log is C:\Users\monic\OneDrive\Documentos\Adobe\Adobe Substance 3D Painter
Hello all, I wanted to ask if it is still possible to export ambient occlussion maps from substance painter, as after the recent update I can't seem to find a way to manually expost it anymore, and I am unsure which setting I have to change to bring back the ability to expoert the baked ambient occlussion map from the program to be used in other software like blender. Does anyone have an advice on where this setting can be found if it is still there? (I am using a PBR workflow in substance with openGL normals, andattempting to export with blender BSDF at the selected export setting currently)
Hello Dear Authorities,I am a university student. In order to use the Adobe Substance application for free, I entered the necessary information in the Free Substance 3D for Students and Teachers License. I wrote my Adobe ID and sent it. I have not received an e-mail. I have been waiting for 2 days. My final assignment is approaching. I am requesting support as soon as possible. Thank you for your interest and support.
I find it super aggravating that opening the browser on a brush's alpha does NOT automatically return you to the currently loaded alpha. I think it's reasonable to expect this would be the behavior. Also, why is it that the basic simple brush alpha does not get reloaded automatically when removing an alpha, but instead returns you to "Uniform Color". There is then apparently no preset alpha that resembles the simple brush. This is probably a newbie issue but the only way I've found to get this back is to restart Painter, which is ridiculous. These seem like really simple user-friendly things to implement.
Greetings, I am working on creating some sbsar files which uses a combination of various noise textures.I was wondering if it is possible to get the world scale relative bounding box size of an object when using this sbsar inside of painter so that the scale of the noise would automatically fit to both small and big objects.The idea is that an artist should be able to apply the sbsar material to any mesh without having to do too much tweaking to the material parameters. So far all the data I retrieve from the mesh seems to be realtive to the mesh itself (object space) and not world space.Thank you for your time!
I am unable to save my Substance Painter project. It says "[Project management] Save failed - this is unusual, check previous messages for more information" I cant save over the file and I cant save as another file. It runs the message "generating thumbnail(s)" constantly. Previous message is "[Resources List Model] Icons memory budget set to 100MB."I have set the local cache budget to 5000 mb so that should not be the problem. I can't find any settings for the Icons memory budget. Is there a way to change the Icons memory budget, and would that help me to be able to save my project file?
Hi, exporting Traget camera from 3ds max to adobe substance painter is ok but Target camera frame does not show up anything. it shows empty. why does not my model show up in the frame? In default camera, it show model but in taget camera mode, it does not show up anything.
I whandet to texture The frostpunk 1 generator, I didnt relly whant to exactly copy the desig/colors. But it feels like it missing something. Any feedback?
I want to export 2D view image for optimization purpose. So when i export PBR textures. There is no artifacts in the Basecolor, but when i export the 2D view i see these weird artifacts in both exported and 2D View. What is the reason for this and how to solve this?thanks in advance....
Is there any way to open / migrate to an earlier version?
Im new to python and painter scripting so i may be simply overlooking something. I've gone through doc's and tutorials and from what I understand, i need to import the substance_painter module to interact with the application but python keeps telling me it cant find the module. I have an extra path to the painter module setup: /Applications/Adobe Substance 3D Painter/Adobe Substance 3D Painter.app/Contents/Resources/python/modules What am I missing?
Where do I find the Shelf Window in Substance Painter version 7.2.1 to see the textures I imported from Character Creator along with the .Obj fileI look forward to it and thank you in advance
Im new to python scripting and im learning to create a plugin for Painter but I would like to run a plugin from a self contained subdirectory from within the Painter python plugin directory. I dont want to have a script file run from that plugin directory but rather my plugin subdirectory. Ex. Notpython/plugins/myPlugin.py Yespytho/plugins/myPlugin/myPlugin.py Is this possible?
Hello, we are in the process of founding an indie game studio. One of our artists has previously purchased a Substance 3D Painter License on Steam.Can they continue using that license for company work if they are a full time employee or is the company required to provide another Substance 3D Painter license?
so I'm new to substance painter and I don't exactly know to change the texture size in the texture setting, I want to change it from 1024x1024 to 1331x1024. is there a way to do it?
Hi, I put a triplanar in my generator to project the output of the work as a triplaner .. but the output of the work is in pixels.I searched the internet and saw some people saying that the position map should be 16-bit. So where do I change the bake settings in the substance painter software so that the output of this process is a 16-bit map?
I've made a material in Designer that I planned to use on a mesh in Painter. The texture looks great in Designer, and I've followed a tutorial from Adobe on exporting it as an SBAR to import into Painter for use. Unfortunately, when in Painter, the texture looks all wrong. I've checked with some experts in other forums. The issue doesn't seem to be with Designer, but with Painter. Tried switching normals from DirectX to Open GL. The issue still persists. The issue keeps leading back to something with the ambient occlusion map of the texture, but we don't know what or how to fix it. Not sure if this is a user error thing or a bug. Other materials work fine. Any ideas? Below is how the material looks in Painter.Above is how the material looks in Designer.
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