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Hi, I'm here because a few months ago, I subscribed to a premium plan in Artstation that included an access to two Substance 3D apps (Painter and Modeler). That means I was supposed to send a code that would grant me a temporary free access to the Substance 3D Painter and Modeler until February next year. But a few days ago, I wanted to opt for the Substance 3D collection plan so I could also use the other Substance 3D tools, including Designer, but now, it seems like Adobe is not allowing me to take the plan as I still have the plan including Substance 3D Painter and Modeler that is supposed to expire only in February. I wanted to cancel both the actual plan I have with also Artstation premium, but still, this seems unchanged and the Adobe plan I have could only expire in February, so that technically means I will not be able to use Susbstance 3D Designer nor any other Substance 3D tool while I will have to wait for three months. So, I was to know if there was a wa
This has happened to me several times in the past. I'm working on some model in my 3d app (3ds max) , part of a larger scene with sevveral other objects, and then I find out I need to move it or scale it. If I now export and FBX, if it moved too much, substancew painter won't accept it, even though it's exactly the same geometry, same UV's etc, just translated a meter away. Same for scaling. Either it doesn't accept it, or it does but messes up all my masks since it records strokes in 3d space rather than pixels in a 2D map, so it applies them in places where there's no longer any geometry. So, is there a workaround for such a case? something that tell SP to ignore the 3D change and just retain all the pixels in the 2D maps as they are? seems like unchecking "preserve strokes" should do the trick but in the project configuration its always grayed out and I can't uncheck it.
I need help figuring out why an image will stretch and fade. Is it something to do with the UV map?
Hey there, My goal is to have my low poly model have detail baked from my high poly model. This is what my baked normal map looks like and I have no idea what's happening: This is the uv map and preview of the high poly (1,170,176 polys):And my low poly (2,032 polys):Perhaps there's too great a difference in polys between the low and high? But I don't think that should matter...In Blender, I first modeled the low poly, added seams and unwrapped it. Then I duplicated the model and sculpted it and unwrapped it and call that my high poly. I duplicated the low model to create each cage and pressed Alt + S to scale along the normals to cover both low and high models.Both low and high models are located at the same exact location in Blender when they're exported. They are both aligned in each other.Both models have a rotation and scale of 0.I have triangulated my mesh and that made no difference.I have applied Shade Smooth to every face that has a sharp angle as well as add seams t
Hi I have around 1000 materials in sbsar format. I need to get jpgs of the thumnail views in order to catalogue and reference them. Is there any way of automating this using Substance automation toolkit? It's not somthing I'm very familiar with so any pointers appreciated. Manually I use the substance player to export the screenshot. Thanks
Helllo, I'm new to Substance Painter scripting and I'm working on a plugin to do this auto uplater job for specified texture resources.https://community.adobe.com/t5/substance-3d-painter-ideas/auto-resources-updater/idi-p/14465522After some quick looks into the Python and JAVASCRIPT API and some attempts, now I can enter the name of a texture and update the shader parameters referencing it in scene. But a more intuitive approach would be able to select the texture in Assets tab and update it directly without inputting names or adjusting checkboxes. So...Is there a way to get the currently selected resource into script in Python or JAVASCRIPT (or C++ code or any other language?Any insights would be appreciated. Shabby Wang
Hi there, I've been working on a custom shader for our team to be able to reproduce our in-engine shaders and for the most part the shader API has been great for that. but as the shader grows, we're getting more and more parameters and controls and the shader settings menu is starting to become a bit of a nest. Is it possible to have some //:param elements or groups conditionally hide, sort of the same way as the displacement & tesselation menu can be hidden with the Enable tickbox. I've been using the groups and that definitely helps but only to a degree. Having nested groups would be another alternatice i can see helping. Thanks!
Hi,I am trying to bake a simple cube with the high poly mesh being the same as the low poly mesh, but when I turn on antialiasing I get this weird lines in the normal map is this normal behaviour?
Ive noticed recently that when i expose a uniform color grayscale node as a parameter in designer, the value of the parameter appears capped when using the material in substance painter. As far as i can tell setting the value to the "maximum" of 0.8114 is equivalent to 1, or pure white, but this is obviously not ideal. Is this a bug or something i can fix? screenshot below for reference, i am unable to move the Brush Roughness slider any higher
It works well overall, but this only happens at certain edges. Is it a UV issue?
Release notes for 10.1.1 says "[Import/Export] Remove support of unused image file formats".Which formats have been removed?
Is there a way to snap path tool to a straight line like in illustrator when holding shift?I've realized I'm using pen tool and not curvature tool, which looks more similar, but it can snap too in illustrator.
Hi, my yellow plastic material is somehow bleeding onto the black plastic material that is using a mask and I do not understand how I can fix it. Painting over it doesn't work and neither does changing the material settings. I'm guessing the problem is in the shape of the black mask but I don't know how to fix it.
Even though I'm paying for a Substance sub, I can't download any more assets / textures in the Substance Painter from the library because I have 0 points? How so?
Specs. Hello folks, Have came up with these specs for my new machine for Substance Painter and 3 DS Max / Arnold Let me know if they are any good.Case Corsair 7000 D airflow,PSU Corsair HX 1500 iCpu Core ultra 9 285kGPU Nvidia RTX 4500 ADA 24 GbRAM Corsair 64 Gb DDR 5 6000 mhz VengenceBoard ASUS Pro Art creator Z890C drive Solidigm P 44 pro 1 TbD drive Solidigm P 44 pro 2 TbCooler Noctua NH U 12A Chromax7 Noctua fans A 12X 25 Chromax. I am only a hobbyist so is only for my own use.Thanks.Raymond
Can substance painter baked the Roughness & Metallic maps of a high poly mesh onto the new UV’s of a lower re-topologized object? And if so, how? I can only see functionality to bake the Normal maps.I’m looking to see if Substance Painter can do the kind of texture baking of remeshed objects shown in this video: https://www.youtube.com/watch?v=UJwnxSrsN7k&t=1s
Hi, I'm new to substance 3D painter but am having an issue. I'm hoping it's just something i forgot to tick somewhere! I've made a model in 3DS Max, exported to zbrush for a high poly mesh and then brought bothe into Substance 3d Painter to do the bake. All worked fine, I worked up the textures etc and was happy. However, when i went to export the textures and opened them in Max, the normals were a bit of a mess! I've used Arnold and made a physical material for the sake of this test. It seems the UV islands are creating normal seams and sometimes the normals are inverted. I don't know if it's anything to do with mirroring geometry in creating the model, but i have applied an Xform reset and normal modifier to ensure all normals are unified but it doesn't resolve the problem. As you can see from the images below what i see in substance painter is quite different from what i get in Max. There are seams everywhere and some of the geometry even has hard edges b
Hello, I have a problem with my model when I try to bake it.I have this lowpoly model (helmet_low)and this highpoly model (helmet_high)and when I try to bake it I get this result and I don't why.Maybe I don't understand how it works the high and low poly topic, so I would really appreciate it if someone could help me.
It’s the end of October, and we have some teeth-chatteringly great 3D Assets to share, the MAX-imum level of event news possible, and a big recognition of Substance on the gogglebox (or the TV, for the non-Brits). Let’s go! Substance News Substance 3D Viewer unveiled at Adobe MAX Adobe MAX took place in Miami this year, and the Substance 3D team were delighted to be able to meet so many members of the 3D community in person. One of the big pieces of news covered this year was the release of Substance 3D Viewer (beta), an app allowing you to view and edit 3D files, and incorporate them into your 2D Photoshop projects as Smart Objects – sort of an ‘Acrobat for 3D objects,’ if you will. For more information on Viewer, check out this blogpost on Photoshop updates (scroll down), and you can try out Substance 3D Viewer (beta) right now in the Photoshop (beta) app. We also held a range of sessions covering subjects such as how artists can adv
Not sure if this is the right place to ask. I downloaded Substance Painter as a free trial. Today, I was approved as a student, so I should be able to use it for free. Looking into my subscription, it still says I'll have to pay after Nov 30th. How can I change that, so that I can use it as a student and not pay?
When working with projections on paint layers, how can I hide the projection when I am done? I clear the base color that I have an image in, but I get the square color.
Is it possible to run Substance Painter headless? Here is the situation. We have several hundred spp files that we need to re-export with a specific export preset. Is there a way in which we can export all these without having to physically open substance painter? Can this be done using a script?
Hello 🙂I am trying to reload the shelf after updating it via version control with: Shelves.refresh_all(). While this will add any new files to the shelf, it will not remove deleted ones or update the ones that were changed. Is this desired behaviour? And if so is there any way to properly reload the library? I am currently working around this by: saving the project, closing it, removing the shelf, adding the shelf again and reopening the project. This can all be done via python, but forces the user to save their work before updating the library.
How do I get the brush size bigger. It isn't big enough for my model. when I zoom out the model, the brush shrinks with it. I need to put an alpha on it.
Hi,I'm a student and we are supposed to have access to Substance 3D Painter via our school. My problem though is that every time I try to request access to the program, I get a pop-up telling me that I will shortly recieve an e-mail with further instructions so that I can get the access I need. This e-mail never arrives. I've waited 3 weeks now for it to arrive, and I've tried multiple times, but it never comes. Does anyone have any idea whom I could contact regarding this? The chat-bot is useless and doesnt have any options for this. I've e-mailed the only e-mail I could see Adobe has public which is tcssup@adobe.com which I now wait for a reply from. Are there any other e-mails or numbers I could contact? I'm located in Sweden, Europe.
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