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Hi Everyone, Substance noobie here. Looking for help with seams. Basically, I am struggling to get the clone stamp tool to behave as I think it should. So this rock is divided into 2 sections. As you can see, we have a seam running right through the middle. When I clone-stamp it sort of works. From a distance, it does not look too bad. But up close and under certain high-contrast lighting conditions, the seam is still very apparent to me. My worry is when making assets that are intended to be large/walked upon, these seams would be noticeable as the player/user will potentially be in close proximity to (or standing directly on top of) them. I make stuff for second life, VR chat and so forth and people can be very fussy about visible seams because you can basically walk up to objects and face-hug them. So I try to get thigs as perfect as possible. Am I being too much of a perfectionist? Is this expected behaviour? I realize I am close enough to the object to li
Hi. im trying to bake normal maps from my work and got some error log.In the project the mesh has 3 texture set lists. 2 of them use only one tile. but the other one has UDIM with 2 tiles.Mesh maps of all of them have been done sucessfully, i also checked Log '[StacksExporter] Map export ended' text to make sure. And during work, i didn't meet any problem. But when i tried to export final normal maps today, two mesh texture sets with no UDIM got it success, but the mesh texture with UDIM keeps failed and in the log i can only see two lines that is[MapExporter] Nothing could have been exported on the Cup stack:[MapExporter] The channel Normal is not available in the Cup stack.(Cup is a name of the texture set.) i did some tests. With the same mesh texture set, i tried changing output directory and file type and nothing worked. And did exporting other maps like rough or diffuse, or height with exr format and they all ok with exporting. of course the border of UV tiles has
‘Sup, y’all. We’ve recently posted a couple of articles looking into the ideas and processes of a couple of outstanding artists: Creature artist Damien Guimoneau reflects on helping Substance 3D Painter grow: Damien has sculpted creatures for The Lion King (2019), Marvel’s Moon Knight, Alien: Covenant, and much, much more. Here, he discusses the dragon artwork he recently created for the Substance 3D Painter splash screen, and the importance of artists and developers working hand in hand. The Way of the Workflow: Unreal Sensei’s Digital Dojo: Unreal Sensei, aka Zach Hunter, is a 3D educator with a focus on working in Unreal Engine. In this post he discusses his first steps in 3D, as well as his recent beginner-level tutorial focusing on texturing in Painter, and exporting textured assets to UE5. And I’d be remiss if I didn’t take the opportunity to remind everybody that until May 31 2025, you can get access to Substance 3D Painter and Substance 3D Modeler f
Hi everyone,I’ve been trying to access the free Substance 3D licence as a university lecturer through Adobe’s education programme but I’ve been stuck in a complete loop of dead ends for over a week.Here’s what happened:I submitted the eligibility form using my institutional emailI got a “successful request” confirmation but never received a verification email or product codeI contacted Identit-e, who confirmed there is no record of my request and said I should contact AdobeSo I contacted Adobe.The support chat bounced me around bots and reps who couldn’t escalate itWhen I try to resubmit the form, I get:“UniqueID already exists” even though the original submission clearly failedI’ve tried every email I could find and most of them bounceThe live chat told me to just “try again in 24 hours” which of course doesn’t workAt this point, I can’t reapply, I can’t verify, and I can’t get support to reset or issue a product code manually. I'm stuck in a loop with no resolution.I’d be incred
有时候我想保存制作的文件,当我按下保存键后,界面最下方会出现保存项目文件的提醒。但是和正常保存流程不一样,这个保存项目文件的提醒不会消失,而文件也并没有保存上。当我再次按下保存键时,下方依然会出现一个保存项目文件的提醒,同样的,这个提醒也不会消失,而文件也同样的没有保存上。你按下多少次保存键,下方就会出现多少个提醒,如图所示。
After many hours working on this project on 2k, I changed the resolution to 4K (baked it at 4K too). Now these weird lines are showing and I'm not sure of how to fix it. I redid the Low and High and the UVs, started painting from scratch too but nothing works. Those appear when I use smart masks, especially Cavity Rust. I thought that maybe it was because my generator says the mask editor is outdated, but when I change it to the new one it looks like a completely different mask.
Bonjour,Après avoir eu une première année substance painter en version étudiante, je l'ia repris une deuxième fois en version étudiante. Cependant, ca me dit que je n'ai jamlais eu de clé ou que la date a expiré. Je suppose que cela s'est superposé avec la toute première licence et que ca impacte ma nouvelle licence de cette année.Comment faire?J'ai demandé au chat en ligne, mais il ne sait pas m'aider.Bonne soirée,Cordialement.
I submitted a request for Substance 3D educational access without creating an account. I later created one with the same Gmail, but now I can't verify because it says the email already exists and I never received a confirmation mail also so what to do?
Essentially, I might be dumb or something, but when painting over a mask, regardless of whether I am doing it in 3d or 2d view, multiple faces that have absolutely no relation to each other get painted over. They have no UV space overlaps and they're not even close to each other. Example on video:https://youtu.be/EETRMgFpy7QThe models are made in blender and also exported from blender.I tested this and it was a problem both on a 2019. january version and on a new 2021. november version.I am using Windows 10, build 19044.1826. Perhaps this has to do with SP's file settings? Or Blender's export settings? I have no idea and I've encountered this before. Thanks for reading.
I purchased Substance Painter on Steam and have been using it regularly. I recently tried out the new Pen Fill tool introduced in version 11.0 — it’s a great feature, but I noticed there are very few adjustable parameters available at the moment. I’d like to suggest adding more control options to the Pen Fill behavior, especially something like stroke spacing or density adjustments. This would help make the tool more usable across different texture resolutions. Currently, the default fill mode produces very visible jagged edges on low-resolution maps, making it hard to achieve clean results. It would be really helpful if the Pen Fill could inherit some of the flexibility of the original Pen tool, while still supporting clean, resolution-independent fills for closed paths. Thanks for your time, and I appreciate your continued work on the software.
Hi, Is there a way to lock a diffuse layer but still use it to to clone from? I'm creating a character for DAZ Studio. He has a geograft setup so it basically conforms to his pubic area but hides the underlying geometry in the torso so it moves more naturally with the body when posed. I'm using a merchant resource, meaning someone did all the hard work for me as I'm lazy (LOL). The issue is that there is a noticable line where the geograft meets the torso's mapping and I need to figure out a way that's not too over the top to blend this out. I did have a thought about this and was wondering if this would work. Lock the torso layer but use it as a clone area to remap the edges of the geograft edges. I can't mess with the torso mapping because if it gets muddled with then when folks are using the figure without the geografted figure there will be that issue to deal with. Will this idea work? Yes? No? If
I updated my version of Painter. I believe it's 11.0 (has a picture of a dragon's head when you open it). I'm using Windows 10. The option to Export to stager is no longer there in the File menu. I though about uninstalling Painter, then reinstall Painter. I'm hoping there won't be an issue with the reinstall, but thought I would post my issue first.
Hey everyone, i’m having what seems to be normal map artifacts when baking in Substance Painter after exporting from Blender. When I export with Shade Smooth, I get these strange edge artifacts, but when I export with Shade Flat, everything works fine.I’ve tried recalculating normals and applying transformations, but the problem persists when exporting with Shade Smooth.I tried pinching the edges but it just creates more and more artifacts.Substance Painter bake settings seem fine, but the artifacts only appear with Shade Smooth. It's like it's creating edges that aren't in my low poly topology. Any advice on how to fix the issue with Shade Smooth while keeping the correct normal map in Substance Painter ?
The two $24.99 subscriptions from Adobe and Steam are different, right? I want to make sure it's not a typo or anything before I sign up the one from Steam because I have no use for S. Sampler. Steam subscription have any limitations for S. Painter and Modeler?
Hello. When I try to export textures with matfx oil paint effect applied, result is not same between exported texture and the one inside Substance. If I don't use matfx oil paint, then it's all good. Below shared two image before and after export. Any help would be appreciated.
Hi Substance Community! I am a footwear designer who is looking to create a complex knit pattern for a shoe. I want to use different knits that all run together like a seamless pattern. What would be the best way to go about this? Hope this is enough information. Thanks!
Hi, I'm an indie animator/director new to Substance 3D Painter. The new stylized filter is great, but it doesn't have any brush stroke direction control except for the 'make it random' and 'follow mesh' option. I'm actually really surprised the filter doesn't have a Flow map input, it just makes more sense than the default 'generated by random noise' direction. I'm assuming I might be missing something, or having a flow map defeats the purpose of a filter in the first place. Is there any way to manually input brush stroke directions with stylized brush strokes? any workaround would be fine, even if its manually painting and not using the filter.
I'm trying to figure out the best way to cleanly paint from one UV island in a Texture Set to the next UV island in that Texture Set. I found the method below in one Adobe Substance 3D Painter tutorial but it is a little complicated for being a practical workflow:Mask with Color Selection from baked ID Mesh Map:1. Load object2. Select Mesh Map Baking mode3. Select "ID" mesh map type to bake4. Set color source to Mesh ID / Polygroup for the ID mesh map properties5. Bake mesh maps6. Select paint layer7. Add Mask with Color Selection8. Choose color selection mask layer9. Click pick color button10. Click on object geometry color in 3D viewport11. Select paint layer12. Paint13. Add new layer14. Repeat steps 6-13 for each new piece of geometryIn another Adobe Substance 3D Painter tutorial, I realized that this shorter workflow could be used with Geometry Masking of each Layer's paint:Layer Geometry Masking:1. Load object2. Select/Add paint layer3. Name it to the mesh part4. Select the layer'
I mess around with star wars clone morphs but i cant get the parts into substance painer. others can by making them obj files but mine turns into either a stager file or just doesn't work, Can someone help?
Hello,I'm developing a custom plugin for Substance 3D Painter version 11.0.1 using the Python API on Windows 11.Using add_plugins_toolbar_widget(), I successfully added a QPushButton to the plugin toolbar. However, I’m having trouble matching the button’s size to the default plugin toolbar icon buttons (such as the resources-updater icon).I tried using setFixedSize() to manually set the size, but it doesn’t perfectly match the default icons.Here is a simplified version of my code: import substance_painter from PySide6 import QtWidgets # Global variable sample = None class Button: def __init__(self): self.initialization() def initialization(self): self.init_widget_button() self.show_ui() def init_widget_button(self): self.button = QtWidgets.QPushButton() self.button.setFixedSize(32, 32) def show_ui(self): substance_painter.ui.add_plugins_toolbar_widget(self.button) def cleanup(self): if self.
Hello, I feel like I'm missing something basic. I'm drawing a path on a super simple straight surface, and instead of being a straight path, it's bending all over the place. I tried toggling corner/smooth, which does *something*, but certainly doesn't make the path straight:What is happening? How do I create a straight path? Substance 3D Painter, version 10.1.2Build 4105 - 5ac1e5465eedb521dd6c13c1a61a8eca1ecc27d0
In the "Export textures" window there is a checkbox "Export USD asset".Is it possible to enable this functionality in an export config when exporting textures using Python?
When baking a curvature map, artifacts appearSomething similar to polygonsSampling radius helps a bit but it's not enoughhelp me fix this please
My issue is very simple, but the solution seems to be difficult to figure out. When I load in a mesh and try to apply a material to it, it doesn't display on the mesh. It remains as the default grey. Even when I load in the sample files like Mat or the sample sphere, which are already unwrapped. It's absolutely not a UV issue. When I load in a low poly mesh that I've created (perfectly unwrapped) and bake the high poly mesh on it the maps bake, but they do not display on the mesh in the viewport (not on the 3D mesh or the UV view). In the maps panel it shows that the low poly has the details of the high poly (ID, Normal, etc..), but they do not display. I've looked everywhere for a solution and can't seem to find anything on this issue. I appreciate any help. Thank you. Chris
Hey since the update of bledner 4.4.0 . I have isntalled the 2.3.0 versions for the addon , whenever i click the load button in blender in susbtance paintertab , it says succesfully initiallized , ut nothing happens , i keep waiting but nothing happens and it does not in fact open the wnidow for selecting the sbsar files . At first it took me a hel lot of troubl installing it and yes i have already unisntalled the integration tool in appdata folder . plz a little help would be appreciated
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