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Hello, when baking the curvature map, Painter seems to make a cavity map. How do I export this cavity map?Below is a screen grab to help illustrate what I am seeing during the bake. Sean
I'm trying to create a mask based on geometry axis orientation. For example, snow deposits on the faces that face the Y axis, but fades as the face turns away from the Y axis. Is there a way to do that in substance painter? I haven't found it. You can mask based on occlusion, edges, and other things, but I do not see something based on facing angle.Thank you for any tips.
My custom alphas in my documents folder aren't loading with substance after this most recent update. version 7.2.0 build 1082 Any ideas?
I am importing Text from 3D Starger (or any other app).The text is imported as a single onject and the letters in the 2D map overlaps as shows in the image.This causes any stroke I make to paint, in this case, both A & B.My stroke in marked with red adn the result is both on A&B:How do i avoide this?
Hi,I am new to Painter.I am trying to import 3D text from Adobe stager to Painter.In stager I select and export the object, as GLFT, and open it, in a new set in Painter.BTW, exporting as OBJ shows the same behavour.Before & After I bake the texture, when i try to paint on the 3D, instead of painting of a single letter to paint 'spiils' on all layers.After baking there are strange patters on the object: These are the basic import settings I use: What am i doint wrong here?
Hey I've been having this issue, that when I boot substance Painter 2021, either through Steam, or the creative cloud app. The Application boots, but then freezes on a white screen after the startup window disapears. (as seen in the screenshot). I have done/searched through the support on this page but no soultions.https://substance3d.adobe.com/documentation/spdoc/crash-or-freeze-during-startup-182266673.htmlHowever, I have found these two threads about. Multiple Monitor setup. https://community.adobe.com/t5/substance-3d-painter-discussions/substance-painter-freezes-with-two-monitors/m-p/12162433#M232https://community.adobe.com/t5/substance-3d-painter-discussions/adobe-substance-painter-2021-crash-with-active-multi-screen-setup/m-p/12169985#M330Which gave me the idea, to unplug one of my monitors. after Unplugging, and only one remained. Substance Painter would Boot and open correctly. When I closed and plugged the monitor back in again. It would then crash.- I can confirm bo
Hi , I would like to be able to export both a cavity , curvature and peaks and shadows map from the baking of a model , but I see not such option , how can I do that?
Ihave tro alt canc to stop the program as even cancelling doesn't take it out of the baking window. Now I am willing to send the files i am trying to bake via pm to but I would like to understand why this is happening as its delaying a lot my work ...
I made a texture for a wall. It has to be high detailed so i used 34 UDIM tiles for it.In Substaince Painter it looked ok (screen attached). But when i exported textures into blender normal map acted very strange (screen attached). First i thought that one of UDIM tile has problem, but problem parts and good parts are on one UDIM tile. And half of all UDIM tiles has this problem.All other maps are fine, only normal one give me troubles...
if there's a way to detach it and to have aavailable all the time, it would be nice... It's kind of a painting software...
Hi , I am building this model attached with hi-poly baked into low-poly. but I can't build any small detail like screw or bolt. i have tried height & normal map , changing quality in shader setting.. still not working any Ideas how can I go to higher detail? Model Low Poly Hi-Poly small detail in substance,
Greetings All, I am moveing to SP 7.2.1 Build 1120. I have migrated my asset library over but I noticed that the subfolders are not being recognized like in previous versions. Is there any way to get this functionality back. If not this really needs to be addressed. I have texture library of literally 1000's of images that I have collected over the years and they are all organized in to folders that are easily searchable. As it is now all the images are just dumped into the textures tab. This makes finding a set of images that go together like a color, normal, and roughness material set almost impossible to find. Any help is appreciated. Cheers
Where the heck saves Substance Painter all the temporary files?It filled up my entire C Drive. How to change that?thanks
I am trying to get Substance 3D Painter on my computer for learning. I am currently a college student and have all the proof needed. I also have a valid Substance Painter student liscence that's still active until 2022 and all I'm trying to do is get the student liscence for Substance 3D Painter. On the Substance3D website in FAQ it says that students can get the liscence for free, and even online it says that students can get it for free. However, no matter what website I go to, how many links I follow and how many times I look on both creative cloud, adobe and substance websites, I CANNOT find a way to get that student liscence and install the software. I've been looking everywhere on all website for around 2 hours and cannot understand why they make it so hard to get a liscence. The closest I got was by going on the substance websites, and under the liscences tab I can see all my current student liscences and a section called Substance 3D launcher. However, once I install that launc
If I mouse over a substance, it shows a sphere preview of that material. However, the preview doesn't seem to enable either the normal or opacity channels. For example, here's me mousing over a material, which looks like a plain metal ball in the preview. But you can see the actual material, when chose, on the mesh here, with all of its triangular normals: I've tried changing the "Material Preview Shader" in settings, but it's already using pbr-metal-rough. Is there another setting I'm missing to getting these previews to actually render properly?
Ok so some weird stuff has been going on (scroll down for shorter version) I made a model & UVd it in maya to send it to substance painter where I baked the high poly in.Thing is that once the HP mesh is baked only the baked normals are displayed and used in the substance viewport (and iray render), onto which the regular texturing work is done. So what happens upon exporting is that (at least that's what I figured out): Mesh normal information+ HighPoly baked normal information+ Added height/normal texture information are "blended" together in the final normal texture you get at export time. here is what i refer to as "baked normals" :and here is what I get at when exporting : Here is my issue.This is the Painter look:This is the Blender look:what is happening is that the smooth shaded normal info (done so that the bake occurs correctly) is taken into account in the exported normal texture where I only want the highpoly and su
So I have a small 3D business were I make much less than 100k, and I was wondering if the substance Painter 3D indie licence will be available on Steam in 2022 and possibly futher the future? I can't afford $120 a month as an individual with a small business and I also don't use any of the other programs in the bundle other than substance Painter 3D.
hello all, I have question. I currently have to simple planes setup with small offset sitting on top of each other.But when I bake out the AO is not very present. Is there any way of gettintg it to bake to look darker. How would you do this? Do you need to adjsut spread angle? I think I tried that. I just want to capture some more shadow AO, but because they are jus simple plane I'm not get any shadowing goin on. Thanks in advanced.
Substance Painter 3d on steam, what type of licence is there? Indie ? Pro?I'm buying a perpetual "Indie License" for "Revenue under $100K".? There is no information about license type. I was trying to get answer on adobe support chat, but there was no clear information about this... Help 🙂 RegardsChris
When working on this Sandbag and using the Stitches Tools inside of Substance, I am getting this low resolution blurry and distorted result. How can I increase the Reoslution and ensure the Stitches appear clean and crisp?I baked with 4k and 8x8 AA.What am I missing here?Thanks for any hint!
When I preview a mask in SP by alt clicking the mask in layer, I see perfect mask.But when I export this by right clicking the layer mask I get seams.Are there any options to control the padding or such? Not sure if that is the issue though.
I have several multi-UDIM model I am working on and I need to export grayscale layer masks from Substance Painter to Unreal/ You know, to get ability to change color in Unreal based on the mask and such.So, if I right click a layer and "export mask" this will export the masks in UDIM format, but the resulting bitmaps are indexed color, not grayscale. And this is problem. This will not work in Unreal, as I am getting "Warning: Mismatched UDIM image formats" if I try to load them to UE.I have tried manually to convert the maps to grayscale and this works, but obviously hand converting each map after export will destroy the workflow.Any recommendation?
Hi, I was trying to install the addon in Blender via the standard way (install the .zip file) However, it went this way. Pic1: So, I pointed the install to the .zip file.Pic2: It installed it as the dialog states.Pic3 Nothing refreshed in the prefrerences, and the addon did not seem to install since pressing N does not make it show.Any suggestions? Thank you.
Hello Everyone.I've been trying to fix these artifacts for a long time but didn't succeed so maybe you could help me with that. Basically, I've created some objects in Blender, both low and high poly:Low: High: I've marked seams on hard edges and unwrapped the low poly:Then I exported both models to SP. I've been using these settings for baking: Once the baking was done, these lines on the edges appeared: However, if I zoom out, these lines become less visible:Even though they are not really visible from a distance, I still want to fix these artifacts, if it is possible of course. Then I duplicated the low poly three times and made some adjustments to the new objects:They are separate objects with suffixes _low and _high on all eight of them. Here are the uvs: However, once the baking was done, these lines have become more visible on the edges: I've been looking through the forums searching for an answer to my problem, I've tried everything
Hello!I was wondering if someone could take a look and see if they could help me figure out an issue I have with substance... I've imported this mesh from blender with unwrapped uvs and seperate materials. However parts of the mesh disappear when moving the camera. Here is a photo to illustrate. Look at the buttstock, as it is the most obvious example.Moving the camera will make that missing part rotate on the closest side to the camera.
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