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Hi. I downloaded the latest version of Substance Painter today, hoping to use the new baking viewport that I'd heard about, but the entire baking mode is not accessible. The croissant icon isn't there, going to MODE only brings up Painting (F9) and Rendering (F10) modes. Pressing F8 itself also has no effect. I can't see anybody else talking about this online. Is this a bug or is there something I'm missing?I'm using a student license, in case that's important. Thanks in advance-Andrew
Substance Painter에서 기본 색상 텍스처에 포함된 알파 채널이 색상 자체에 비해 더 어둡게 표시되는 문제가 있습니다. 흑백 값을 사용하여 불투명도 맵과 컬러 맵을 모두 내보내도 알파 맵은 여전히 훨씬 더 어둡게 보입니다. 알파 맵이 컬러 맵과 정확히 일치하는지 확인하는 방법을 안내해 주시겠습니까? 감사합니다!
Not much more to it than what the subject line says. The color space data is not included in the metadata of the image textures I'm exporting from substance painter which is a problem for what I need to use it for. Opening the image in photoshop and saving it with or without changing it adds the color space data that I need but I feel like substance should be doing this automatically without me needing to process the images afterwards. I've changed the color management in the project config to be OCIO and it says sRGB in the Export color spaces section, but all that seems to do is add sRGB to the end of the file name, and even that I don't want to happen. How can I get substance to include the data I need (that should be there, and purportedly is, but really isn't) in the exports?
Hi I have a couple of python plugins that stopped working after the recent Painter update to 10.1 . One part was caused by the switch from PySide2 to PySide6. This was easy to fix thanks to the proper documentation in the release notes. My other issue is, that the pillow (PIL) modules can't be loaded anymore. They were installed with pip on my PC (no virtual environment). No Problem with Painter 10.0 whatsoever. But Painter 10.1 can't load it anymore. I can revert to Painter 10.0 and immediately all plugins work again. The script already fails at the "from PIL import Image" line: [Python] ModuleNotFoundError: No module named 'PIL' What could be the cause? (maybe the switch to python 3.11). Is there any solution to this?
This is a problem with the model I'm pretty sure, but I can't figure out what is wrong that I'm getting this behavior. When I scale max frontal distance to fix the red areas the cage seems to invert on itself. Anyone see this before?
Hello,I have two separate folders here for metal and rust, the metal folder has a black mask that's supposed to completely cover the rust folder so that only small sections of the metal are chipped off, but the metal ends up blending with the rust and I have no idea how to fix this.I have swapped all of the blending modes to normal, which did not fix it.Image 1: Everything visible - Image 2: Metal folder black mask visible - Image 3: Rust folder visible
Hi i have this problem that is currently giving me anxiety and sleepless nights (and anger issues). I recently started using ACES for a project with a group of friends, and we are using Adobe Substance 3D Painter v8.1.0 with OCIO 1.0 and ACES 1.2, we tried to set up everything through this guide:https://mrlixm.github.io/blog/substance-painter-color-management/#aces-workflow at the "ACES -Output" section, it says that the best workflow is to export everything with exr because "Color channel will be exported in ACEScg while scalar channels will bypass any color-transform encoding" when i was going to export i, indeed, saw that everything was going like the guide instructions:--the color channels (Base color and Emissive) were setted on ACES - ACEScg--all the others data channels were setted on Utility - Raw Once all the textures were on my desktop:the color of the Base_Color texture was a bit lighter, and that's correct, because i exported them with ACES - ACESc
App: Substance painterVersion: 10.1.0 Hello im writing a python script that hooks into the `ExportTexturesAboutToStart` callback/eventsubstance_painter.event.DISPATCHER.connect_strong(substance_painter.event.ExportTexturesAboutToStart,my_func) But that only gets me the file destinations. I am using javascript to get the current project export preset export_preset = substance_painter.js.evaluate('alg.mapexport.getProjectExportPreset()')But this does not tell me what overrides the user has made. Is there a way to get that information? If they changed file formats or bit depths? Best thing is just to get all the final export information into a json file. I also have noticed there's no way to change projects colorspace, I want to make sure the project is using 'ACES 1.2' before the user exports. The end goal is to use that information in other dcc to recreate the shader (no matter how the artist set it up). Without forcing the artist to use a preset. I am
I am exploring the possiblity of using the Substance SDK to add support for converting .sbsar files to images, in my commercial closed-source 3D game engine. Am I allowed to do this? Do I need any approval from Adobe to release this feature, including only the SDK DLLs with my product?
I have a substance painter file that once open takes about an hour to load. It did not always start like this but eventually, the load time increased. The file is 590MB. 58 layers. A picture of my usage while still loading the file.My computer specs:CPU: AMD Ryzen 7 5800X3D 3.4 GHz 8-Core ProcessorGPU: XFX Speedster MERC 319 CORE Radeon RX 6800 XT 16 GB Video CardRAM: G.Skill Ripjaws V 32 GB (2 x 16 GB) DDR4-3600 CL18 MemoryThis is how much has loaded thus far and this has happeneded repeatedly.
I am trying to use the Substance SDK to eliminate some friction in our workflow.I was able to easily follow the tutorial to load an .sbsar file. However, my artist has .spp files they want to more easily export into our texture format, in one step. Does the Substance SDK support loading .spp files and getting the image data for the various textures that make up a material?
HelloWhy is it that in substance painter, when i set my project to use OpenGL normal map format and also use OpenGL normal maps i created in Substance Designer, still every type of layer or material defaults to this in the color spaces setting:auto (Direct3D Normal)I also noticed similar behaviour for some nodes in substance designer where some nodes defaults to DirectX type normals despite i use OpenGL for the default normal map format setting, altough there at least most of the nodes follow what i set in my project and are only a few outliers like the bevel node normal output.In painter every single element that uses or interfaces with normal maps defaults to the Direct3D Normal color space and i have to manually set it every time to OpenGL normal for every layer which for me defeats the purpose of a project wide setting.If i remember correctly this started when the color management updates came to substance painter, before that it respected my choosen normal map format.Is there a hi
Hey all, I'm running into an issue. I created a file using OCIO (it was enabled by default, because I had an OCIO config on my computer). When exporting textures, all of them including diffuse get exported as linear. I can't find options to determine the color space of exports. In the project configuration of the file, color management is set to OpenColorIO, and the rest of the settings are greyed out. Is there a way to determine which texture (diffuse, specular, etc...) gets which color space?
Hi, Im trying to export my texture with dilation, but the output is with out it. My model has multiple textures, but only one of them is with out the dilation, it's the one, that has transparent background. Whatever what I do, the reuslts are the same. These are the settings that should work:
Hello,I would like to ask if the new 2025 version of Adobe Substance Painter will be released on Steam?I would like to buy it, but it would be a shame to buy it now at the end of the year, when support for the current version ends.I am not a professional and I do not make a living from 3D graphics. I just play with it for fun. Therefore, a subscription is unthinkable and disadvantageous for me. I would rather buy the software once and not be under time pressure.However, I have heard rumors that Adobe Substance Painter is only supposed to be available as a subscription. This means that it should disappear completely from Steam and there will be no 2025 version.Is this true or not? And if so, when will the 2024 version be removed from Steam? Otherwise, I would like to ask about the release date of the 2025 version.I hope that the Steam 2024 version does not suddenly disappear on 1.1.2025. I would hate to miss out on purchasing your software. Logically, I'm waiting for version 2025, but I
The monthly price of the substance suite is a big pain for any Mac user.I like what i get there, but your apps - most of all stager - are way too slow.The rendering time on my current M4 Pro is a joke.Is there hope at the horizon that we get a little speed up soon?And when do we get modeler for the Mac? Best regards,Volker
Having an issue where I've setup the OCIO env var, however the "Bitmap import/export color space defaults" all get set to Linear, 8-bit: Linear , 16-bit: Linear , Floating: Linear instead of the defaults specified in the ocio.config file. If I however disable the OCIO env var, and then manually specify the OpenColorIO configuration in the New Project dialog then the Bitmap import/export defaults get set correctly, 8-bit: sRGB, 16-bit: sRGB, Floating: Linear Is there a way to have these set correctly when using the OCIO environment variable? It would potentially a big source of error for artists if they have to manually set these for every asset they create.
Hello, I encountered a problem when importing a texture from Substance on Maya. My textures are correct on Substance and when I import them into Maya it seems to disappear and bugs strangely...? If anyone has a solution thank you, I tried everything....
Height data is inverted project-wode after importing new mesh. Originally project was set up in a DirectX format, I switched it to OpenGL. But the issue persists regardless of this setting.This affects both existing layers and any new. Issue persists upon export to unity.My workflow is as follows:Blender to FBX, write face normal dataPainter: OpenGL. Compute space per fragment, export as OpenGLUnity: import both normals and tangents Does anyone have an idea on what might be wrong here?
So I am baking a character who wearing an outfit but I have to ask is there something i should keep in mind when baking him like how the ambient occulsion is set. my character is clothed and has outfit over him and all. A lot of his clothes have the solify modifier and they are applied when i export it. So i bring it into painter and when i do just a quick bake to set things up, the ambient occulusion has it where his clothes has marks. I wonder if it because maybe his body under his clothes are too close to the outfit causing these issue. I also notice it made his collar white plus does it for his head. Here i'm including screenshot to see what causing this. What could I do to fix this. I could fix the body inside more but like to double check on this. Any follow up questions on this model let me know.I never baked a character wearing an outfit so is there something I should keep in mind when baking with an outfit on and body.
Hello Adobe team,I have recently bought Substance painter.I tried following the tutorial from 2021 and as the last few years passed the program and its menus and settings have changed, making it dificult to follow along. Often i was able to find where to click and what to do based on trial and error but that takes forever and some of these things i wasnt able to find.Would it be possible you make an updated version of the tutorial? Or if you have done so redirect me to it? Thank you in Advance.
The end of the mesh is black and is not suitable for this array
my bake is still faceted even after smoothing groups.
Hi guys, I try to bake a simple cube that I Uv unfold in Maya. Looking at the Ambient Occlusion, I found hard to understand why the corners (my cube as bevels on the outer side corners) why I see a gardient when it suppose to be none existant My mesh is exported with smooth mesh and triangulate for FBX format.I did soft edges in Maya the all mesh so I can bake in Painter. But that simple cube give me issue Do you know the solution? I did try to play with the paramaters of the AO, no luck.
I always keep my low and high poly meshes in the same folder as the project, but the project keeps getting saved with their absolute paths which makes it tedious if I want to share the project file with someone else. I've tried to modify the project settings via script to force the path to something relative but then the baker fails to load it. Is there really no support for relative paths at all?
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