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Hello,can someone point me in the right direction?The mesh was auto UV unwrapped in Substance, and Im trying to paint in the eye shadow. But the paint stroke is super blurry in some parts and sharp in other parts. I've illustrated the issue by painting a diagonal line across the face. You can see the line is varying thickness across different parts of the model.How can I get the paintbrush strokes to remain constant across the entire model??
I am trying to export different resolution for different map instead of texture set resolution but I am unable to figure out what should be actual settings for export via python. ( The below code only consider the first resolution override for each texture set )Here is my sample code :from substance_painter import export export_config = { "exportShaderParams": False, "exportPath": "", "exportUSD": False, "defaultExportPreset": "custom_export", "exportPresets": [ { "name": "custom_export", "maps": [ { "channels": [ { "destChannel": "L", "srcChannel": "L", "srcMapName": "roughness", "srcMapType": "documentMap", "srcPath": "" } ], "fileName": "$textureset_4K_roughness(.$udim)",
I have applied a black mask to this boot. The mask only appears to affect the Base color . How do I get the mask to affect the other channels like normal, AO and so on?
Hello, so I just picked up Substance 3D Painter a couple of days ago, finally abandoning the beyond ancient 3D Coat (which just gave me one headache after another). But I am having weird issues with coloring my first model. Like the polygons are weirdly connected in some places, maybe it's the uv doing weird stuff but I honestly have no clue. Video: https://imgur.com/a/RS9SzMQ When coloring one part of the model, it colors another one as well, seemingly at random. The eraser tool wont do anything as well. I tried directly painting on it, doing it with a fill and black mask, but the issue persists and randomly appears each time. I tried Smart UV unwrapping in Blender, Auto UV Unwrap in Substance Painter, changing the Template to Blender when setting up the Project in Substance Painter, checking my geometry, normals and verts in blender, but nothing helped. The issue seems to pop up at random and I don't know enough to try and find a solution beyond what I did. Puttin
Hi guys, Many years ago, like 8 or so, I bought Substance Painter, Substance Designer and Bitmap2Material from Allegorithmic but due personal reasons I stop using the software. Recently my old laptop broke so I bought a new one, while copy my data I found my old installers & licenses from the software but my question is... Which is the most recent version of Substance Painter/Designer that I can use with my perpetual licenses before the Adobe monthly plan. An example of what I want to do will be something like this:I have SP 1.7.3 installer, and the software Key, so which would be the "newest" version that I'm ellegible for with my old Licence without being forced to get a monthly suscription.
When I pull up my Resources updater, it keeps showing my baked maps as outdated. I tried deleting the maps from my Asset library and refreshed the resources updater, and it gets rid of the error. However, every time I reload the project, they just pop back up. Also, why are there 3 copies of each of my baked maps in my asset library? One last thing... what is the "4" overlaid on each map referring to? Any help would be much appreciated!
Hi, cemplete beginner. What template should I choose to use it in Unity URP when I create a new project? I only see Unity HDRP. In youtube tutorials I see Unity 5 (allegorythmic).
Hello,I have created a house model in Blender, unwrapped its UVs, and imported it into Substance Painter for texturing. However, I recently realized that the UVs for the house walls are too small, resulting in low-resolution textures even at 2K.To address this, I went back into Blender, adjusted the UVs for the walls by moving them to UDIM tiles, and re-exported the model. However, when I attempted to update the model in Substance Painter using Project Configuration, I found that the option to enable UV Tile Workflow (UDIMs) was not available. Instead, the message simply states: "Project not using UV Tile workflow." (Screenshot attached).My question is: How can I update my project to use UDIM tiles while preserving the textures I have already created? I don’t mind redoing the wall textures, but I would like to keep the rest of my work intact.
Hello, I'm drawing a texture at the moment and I have a little problem. When i'm exporting my texture and use normal map in the game, my model doesn't look particularly convex. But in the Substance Viewport it looks perfect. Maybe someone knows how to fix this problem. Also I detected, that Mesh+Height+Normal map is great as a normal map for me. Maybe there is a way to download this map and use it as a Normal map. Thank you in advance.
Hi, [EDIT] This issue has now been resolved. Update to drivers version 572.60 or newer to get the fix. --- The latest drivers released by Nvidia (version 572.16 to version 572.47) can lead to corruptions and glitches in the result of the Ambient Occlusion when baking with GPU Raytracing enabled. We have reached out to Nvidia to get this issue fixed. Meanwhile you can try one of the following workarounds to avoid the issue: - Downgrade you GPU drivers (if you can) - Launch Painter with the command line argument --force-optix (this will use Optix instead of DXR) - Disable the setting "GPU Raytracing" in the main preferences (this will use the CPU for baking, which is slower but stable) In the meantime we recommend avoiding these drivers has they could create stability issues in addition to the artifacts.
Hey everyone,I’m having some issues with baking in Substance Painter using a Custom Cage. With a regular bake, I don’t have many problems, but I wanted more control to reduce artifacts, so I switched to using a Custom Cage.The bake works fine on the outer rays, as I expanded the Cage outward. However, I’m seeing some errors in the inner areas. While I’m not entirely sure if it’s the cause, I suspect that the inner rays might not be reaching the model properly.For the Cage, I created it by duplicating my Low-Poly model, then pulling the vertices along the normals. Finally, I deleted the UVs of the Cage file before exporting it.Since the Max Frontal Distance and Max Rear Distance are locked when using a Custom Cage, I can’t adjust those in Substance Painter, so I’m trying to fix the issue in Maya. How can I make sure the rays cover the inner parts of the model? Also, should the Normals of the inner Cage face inward or outward? I assume they should match the Low-Poly, but I want to be sur
So this is a silly and trivial question but limited documentation left me with no choice. I've created a very basic script that creates a project in substance painter with a given mesh file and then saves it to another location. Like this:project.create(mesh_file_path=src_file_full_address) project.execute_when_not_busy(lambda: project.save_as(temp_full_address, project.ProjectSaveMode.Full))Here, the job "finishes" with no errors. but nothing happens in the project. The file is empty! I tried to check the mesh with: `project.last_imported_mesh_path()`, and substance crashes. The thing is that when I run the exact same 3 lines inside the python console in substance's UI, they work just fine and the mesh file is opened inside the app. So I know it's not because of the syntax or anything. I guess I have to run something before or after running these commands but I have no idea what. Does anyone know anything about this?
After Importing the .fbx file into the substance painter, when i am hitting the bake mesh i am getting the output like this even tough i have a clean mesh and properly unwrapped UV's. Any kind of solution is really appreciated, Thank You.
Why this happen?
This seems like a pretty basic functionality for a brush and I can't find a way to do it after looking at the software, the software docs, and searching extensively online. Please tell me there is an easy way to do this that I'm just missing somewhere. If not, then please Devs, prioritize this highly needed feature.
Hi! this happens every time I try to bake, I am doing this from Maya and I already checked for overlapping UVs, and different UV sets but everything is fine
hello everyone, I have substance painter 3d, I created a model, then processed on painter and now I would like to export it on stage, but in the upload tells me that the file is not supported, why?
Hey! I've been eperiencing an issue when exporting textures from Substance Painter to programs like Maya and Blender. They look fine in Substance, but warped in other programs: I've been having this problem since I picked up Substance Painter again in August 2022. The mesh hasn't been altered, and the UV map is clean: What's causing this distortion?
Hello! I'm new to Substance Painter. I have an issue in Rendering (Iray) mode. In Environment Settings the Environment Opacity and Environment Blur are greyed out. I can't change these valuses. "Clear color" checkbox is unchecked. I've searched everywhere but can't find solution for this. Please help me to solve this issue.
Hi, I painted at 2K resolution in Substance Painter and exported 4K textures but I noticed a material/texture does not look the same. What might be causing this?I share screenshots below and attached a video showing my layers.
We have a huge collection of photo references . Doesens of TBs probably . Does anyone know an Ai that could keyword it with focus to materials, textures. Sorry for offtopic question but I hope the crowd here could know better than random Photoshop folks. Few years ago I tried to upload a few images to Lightroom cloud version . It hardly recognize material/texture / ortho style of images and do unrelated keywords. Same some other Ai services I tried. Wonder if it got any progress lately ?
As title states.Is there a Havok Game engine plugin for Substance painter?Primarily for exporting settings?Game models that I am wanting to repaint are based on a game that uses the Havok Game engine.I do not see any options for this in the export texture lists. Only ones for like amazon, Unity, Unreal, etc..Just wondering if anyone might know if something like this exists or if scripting is required?I don't script in any way shape or form, Never have been able to wrap my head around coding.Always been a WYSIWYG kinda creator. I can design, create and modify in almost any 2 or 3d modeling software and such, but when it comes to coding.. Not one to soak up that deep of information.
I applied for the student campaign of the Adobe 3D package. I didn't receive a confirmation code in my school email, what can I do? I'm starting a 30-day free trial right now
Hello. While working in Substance painter at high and medium texture levels, I often have a program crash. LOG writes: [Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (1998MB detected). Please tell me how you can solve this problem so that the program works normally?
Hi, I tried to bake mesh maps from high to low poly, but when I bake the textures, it doesn't do it properly.Everytime I have the same issue, no matter what I do.I tried to smooth normals, recalculate them on blender, I unwrapped it correctly without overlapping the UVs, aligning the high poly and low poly in blender. I tried to fix the problem even by looking for people who had similar issues, but nothing. Despite my efforts, the result is always the same.Please I can't fix the problem and I'm desperate
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