『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Questions
新着順
My bake has a weird line on the tire tread part and I don't know why.
This has been hurting me for a while, and I've lost a good deal of work over the past couple of years and nothing has been done to fix it. On the odd occasion, I will either ctrl+S and manual go into File Save and save my project, but it will result in a bunch of processes where it tries to save. I don't get how it can pile on saves when the other saves hasn't finished. Also autosave is broken. I usually find this out when I haven't saved for a while, and there is nothing in the folder linked in the autosave options for the script. It's a common problem with the majority of people in the office, and is almost a joke now, but not when you've lost a good chunk of work through depending on it. The onus shouldn't be on the user to remember to save, that's why autosaves exist, especially when the actual save function is bugged. I'm not bothered about your opinion on the onus, can someone please address this, thanks. Search for 'painter infinite save' in google if you say
Hi guys. Is it possible to create a material preset from Python ?That is, after creating a given layer (ex. new_layer = sp.layerstack.insert_fill(...)), do what RMB + Create material preset does in the UI. Thanks.Stefano
I recently ran into a frustrating issue while working on a project in Adobe Substance Painter. After spending 10 hours on the project, the application ran into a save error, and I lost 5 hours of progress. While I still have some of the work saved, it was a tough blow.Has anyone else faced this kind of issue with Substance Painter or similar software? What are some of the strategies or solutions you use to avoid losing progress?
I have successfully downloaded the plug, but there's no where to download the integration tools. Can anyone help me out please
Hi,I noticed my previous messages might have been overlooked. I saw that you helped with an Solved: Unban request for Discord server - Adobe Community - 13784832 and I would appreciate similar support for my issue. I have been a member of the Substance 3D community for a long time and regularly share my 3D work like everyone else. Recently, I was banned, and I would like to understand why. I use the Steam version of Substance. The ban occurred after I posted a link to my article about a 3D asset made with Substance Painter, which I sold on my Sketchfab store. This asset was used by a modder from Nexus Mods in a Cyberpunk mod. My intention was to share a success story, not to spam. This ban has led to the assumption that modders on Substance discord like harrasing people or don’t care and don’t like to read. Here is the link to the LinkedIn article: The Growing Importance of Modding in the Gaming Industry and Digital Fashion. My Discord handle is Bartholomewkoz
Approximately two months ago, I made a purchase of Substance Painter. However, upon opening the software on a particular day, I discovered that my essential starter materials, including aluminum pure, brass pure, copper pure, gold pure, and skin textures, were missing. Seeking assistance, I contacted Adobe, but unfortunately, they were unable to resolve my issue. This situation is becoming increasingly frustrating for me as I rely on these materials to continue my work. I attempted to address the problem by uninstalling the software and even purchasing Substance Painter using a different account, but the issue persists.
Hi,I've been masking displacement to specific UV shells, and it seems to break my mesh at the seams in Painter. Would anyone know as to why this might be happening? Tested it on Mat after it happened on my project file. But it doesn't break the mesh at a Non UV seam (second image), only at the UV seams.
i was workin on this proyect in SP, and my hegiht map Disappeared, do u know how to resove it?
Is there a reason the texture export options have to be so completely, desperately unintuitive? I know this menu set existed before Adobe bought the product, but I have never, ever been able to wrap my head around what should really be one of the simplest parts of this program. It only needs to basically handle a few things: 1) What texture sets do I want to export2) What channels do I want to export3) File format and resolution4) Naming conventions Yet it's completely overloaded with options, none of which function in a remotely intuitive way to the point that even setting up a naming convention is a massive headache. I've tried reusing existing templates, often having to add a version number into the string by hand (since, so far as I can tell there isn't a version token available, WTF?), only to find that even this doesn't work and my version number will get stuck on a particular version even when I update it by hand in the saved/copied template that I've created
Hi i'm learning substance painter 3d. I see some video on youtube, Intrucstor use adobe substance (same version with me) but they have mini review thumbnail in layerstack but i can't have anything like this( i just have icon symbol). I try some way to fix but it's not working.
Hi .please any help -I work on a simple shape in 3d painter-and i want to export sbsar file but I dont find that option in exportation window-How can in add sbsar option to choices?i attach a screen of choices and substance versionThak you
Hi,Wondering how to combine UV tiles into one texture? Currently there's 4 UV tiles or 4 texture sets, so when the textures export there's like 16 textures. So in Unity I can't add that many textures to the 1 material on a mesh. I'm just trying to figure out how to export 1 albedo, 1 normal, 1 roughness etc. I tried the baking button but when I tried exporting again there's still 16 textures. Cheers!
Hey! So, I created a smart material for a project i'm working on to use as a base for all of my objects, and when testing it earlier, i noticed that whenever i import it, even if it's on the same object i made the smart material on, things like my generators and filters revert to saying mg_ambient_occlusion (Outdated) instead of Ambient_Occlusion. When i go to change it back to ambient occlusion in the generator settings, it resets every change i did back to default. Is there a way to fix this so i wont have to redo all of my sliders everytime? In the attached images below are the outdated version before i re-change it back to AO and after.
Hello,I have a perpetual license for Substance Painter / Substance designer 2019 indie. It has been upgraded from prior versions which go all the way back to 2016.I have the install file and the license key file I backed up from the webiste ages ago. The last time I installed the software was in 2020 for a new computer. I have since upgraded the harddrive and proceeded to install my software as usual only to find that my backed up Key which use to work is no longer reconized by the althentication software. What can I do to fix this?I have my recite emails if needed for proof.
I would like to customize Light Generator by inheriting from the official Light Generator.I would like to create my own Light Generator.What is the best way to do this?
HelloAs per title we are looking for information on the technical details on what happens if we create the textures at for example 4k and then export to 8k. Like what happens to imported textures, manually painted masks, brush strokes, baked textures, noises and so on when exporting at a higher resolution than what was used in SP, how does the upscaling, if this is even the correct term, work?Thanks in advance for any inputs.
Hello everyone, I have been a member of the Substance 3D community for a long time and share my 3D work like everyone else. I would like to know what happened and why I was banned. I use the Steam version of Substance and don't understand the reason for the ban. It happened after I posted a link to my article about a 3D asset made with Substance Painter that I sold on my sketchfab store and was used by a modder from Nexus Mods in the cyberpnk mod. It's more of a success story than something spammy. This ban led to the assumption that modders on Substance don't care and don't like to read. Here is the link to the LinkedIn article: The Growing Importance of Modding in the Gaming Industry and Digital Fashion My Discord handle is Bartholomewkoziel#3609.Substance Server ID is 179919948569640960 This is my second attempt to resolve this situation, please don't ignore my message!Thanks for your helpBart
For a "painterly" style project I am currently working on, I am manually painting the normal map in order to give a sort of Brushstrokes effect. A major difficulty with this strategy, however, is that it requires there to be only one base color with the material. This is due to the fact that if the base color and the normal map patterns do not match up, the painterly effect will no longer work properly. Is there any way I can hand paint the normal map and base color simultaneously so that these two textures might match up?Thank you!
Hi, its crazy that this program does not have a scenegraph or outliner. Lets say you have a car and you want to paint the inside of the wheel well. I want to be able to hide the wheel and tie geo when I do that so I can see what im doing. Why on earth cant you toggle the geo off in an outliner ?
There’s just enough time before the end of the month to get into the Substance 3D Community Digest for September 2024. Let’s dive in. Substance News Meet MAT 4 has begun! The outstanding art toy texturing contest Meet MAT is back! The goal: use Substance 3D Painter to texture MAT, our adorable little shader-ball-headed mascot, in any way you like. Submissions have just opened, and entries are accepted until October 28 – which means that you could use the 30-day free trial period for the Substance apps to create your artwork for this content, if you were so inclined. Importantly, this time around the contest is being run by our friends over at The Rookies, and so this is a contest for 3D rookies only – entrants must have no more than one year of professional industry experience. So if you’re a 3D beginner, or perhaps a student just learning the ropes, this is an excellent chance to showcase your work. Carpe diem, as they say (or car
Hello Community,I'm interested in buying Substance Painter 3d from the platform Steam, but I have a few questions about the licensing, maybe someone of you can help me. 1. Does the current license for Substance Painter 3d permit unrestricted use for commercial projects?2. Are there any specific restrictions or conditions for using the software for commercial context compared to private use?3. Do I need to acquire a special license to use Substance Painter 3d in a commercial environment? Thank you in advance.
Hello,I was removed from the Substance Painter Discord community for posting my LinkedIn article about an asset I sold on Sketchfab. The asset was made with Substance Painter and used by a modder from Nexus Mods. Link to the LinkedIn aericle https://www.linkedin.com/pulse/growing-importance-modding-gaming-industry-digital-fashion-koziel-7q0je/?trackingId=xjh00j3RnsnMALq4wv87nQ%3D%3DCan anyone explain why? My Discord handle is Bartholomewkoziel#3609.This is very frustrating for me, and it feels quite unfair.Thank You for your Support.
So- I am trying to transfer a texture to another version of the same mesh. The UV map is EXACTLY the same, no edits or anything, it is only the mesh's shape that has been changed... yet, no matter what I do- whether it's importing the other mesh version into the same Substance file, or trying to use a smartmaterial in a new file, the texture ends up completely warped and incorrect.I need a way to get the textures to match up TO THE UV, not the mesh, because the brush strokes no longer match the same way on the mesh because it has been edited... but since the UV is the same, the textures SHOULD be able to apply to the mesh just fine. Yet for some reason, it always seems to go off of the 3D object instead of the UV when applying the textures. How do I fix this??
We’ve just released the latest version of Substance 3D Painter! New features in this version include: Fill Area Filter: Create a closed shape – a circle, or a heart, or some weird, angular polygon; whatever you like – and the Fill Area Filter allows you to fill that shape with colors or gradients. The filter can fill multiple shapes, and will dynamically update with any changes to the original shape. This feature can be used with paths, shapes, and masks, and it’s possible to have different properties for the outline and the fill of the shape. Import Image with Embroidery Filter: Add an image or text to your artwork, and the Embroidery Filter will display it as an embroidered patch. The properties of the patch can of course be modified in the filter’s parameters. Import USD with Materials: You can now import USD files with associated texture and shader settings into Painter from another application; all associated textures and shader settings will be mainta
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
すでにアカウントをお持ちですか?ログイン
アカウントをお持ちではありませんか? アカウントを作成
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.