『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
Hey, Since i updated to the newest version (11.1.1) this has been happeningjulian_2643_0-1765497215701.pngWhen just opening the project, the textures wont load, making the object totally white. The textures will only load up at their full res when disabling a layer, but once i move the camera they will go back to being blurry. This didn't happen before the update.
My texture looks flat as if there's no normal map, but looks great in Substance ..side by side view in attached. Any suggestions?
I have two issues with with my project, but I'm not sure if they're connected. When i import my model, I see an error in the log stating that part of the model has "faces in out of bounds UDIM indices [0, -1]". The part of the mesh with these problematic faces is named, but when I go back into Maya and check it, the faces on that mesh are not out of bounds at all. I'm trying to get ambient occulusion and curvature maps from substance painter to use in Mari, but when I do the bake with this same mesh, the result is completely messed up and I've never had this happen before, so I have no idea what's going on. Are the out-of-bounds faces causing this baking issue? Or is it something else? I've attached screenshots of the error message, the uv faces referenced, and the botched bake result: error.pngout of bounds faces.pngbake result.png
Bonjour, j'ai accès aux logiciels substance painter mais pas à la library, je ne peux rien télécharger. Je pensais qu'on avait accès à la librairie si on avait les logiciels ?
Hi everyone, We're excited to announce a new Adobe Community experience is coming this January. A little bit about the update:The new experience will be simpler to navigate, make it easier to connect with other creatives and Adobe experts, and will give you clearer ways to share feature ideas, enhancement requests, and bug reports—with greater visibility into their status with our product teams. In the meantime: Adobe Community will remain active. Keep using it as usual—there will be no interruption in access. In fact, you’ll notice even more Adobe Experts on deck to provide faster responses before, during, and after the update. No existing content will be lost in the update. Every single post, reply, solution, feature request, and bug report you’ve made will be transferred to the new experience. You won't need to recreate anything. Existing content will reappear in two phases. When we launch the new community, all posts created on or before November 16 will be there from day one. Aft
I am a newbie to Substance Painter so tips and critiques of any kind are welcome. I am making a space ship interior kit for game development. I have many different meshes in one project so I can see the all the parts put together and to make the parts seamlessly connect. BirdyBStudio_0-1764881658540.pngSide Question: Several of the parts (floors, ceilings, walls) are the same object in different spots. Is this okay to do? Will I encounter any problems having it like this?I even have multiple variations of the same type of object that overlap. Specifically the corner inserts (one is angled one is "beveled" or flat).BirdyBStudio_1-1764882069477.pngBirdyBStudio_2-1764882082124.pngBirdyBStudio_3-1764882112367.pngAs you can see they overlap which is causing problems with baking the mesh maps.BirdyBStudio_4-1764882270260.pngIt doesn't matter what settings I have, there is always a problem with the mesh maps (this is the result of having only this one object checked and having self occlu
Ever since the update yesterday every time I save any Substance Painter project be it new or old it the program crashes. Luckly it does save before it crashes but its annying to keep working if I want to save while working. Im on a MacBook Pro M3 Max 128GB memory. Thanks in advance.
Hello. I am currently working with my first project texturing a Sketchup model in Substance painter. The models will become a MSFS2020/-2024 helipad.I have a very basic understanding of UV-mapping, but I am not very motivated to adjust large and small details manually by making seams and such. I therefore use the automatic UV-unwrapping function available before importing into SP. The building consists of large walls and windows, while also containing smaller details such as keylocks, CCTV cameras, and signs. While the walls, roof and windows are looking ok, the smaller details turn into a blur. I suspect the UV-mapping is making these details too small to really do something about. The question I need to ask is then how you would prepare a building with large and small details for texturing in Substance painter. I appreciate all insight into this issue.
Question.What would be the best course of action to have SP match a game's lighting, emission, enviroment setttings to a game's settings?I am wanting to match SP painting mode rendering screen to the game's enviroment lighting, emissions, etc.Game: World of TanksEngines: Bigworld / HavokSubstance painter does not have render setup for either or anything close that matches.Reason.I have to constantly repaint, adjust metal / rough, ambient occlusion, etc each time I paint a new model, export textures, configure .PNG RGB(sometimes alpha) to be converted to DXT1 or DXT5 DDS file formats.I have to do this every time I want to test all the effects on each model just to see if they look correct in game.2 Pictures included.1 from Substance painter1 from in game garage. shows the best differences.So any help on this would be greatly appreciated..
UE5_01 2K cropped.jpg Environment artist Sherif Dawoud has just created a new Signature Collection for Substance 3D Assets, Welcome to Mireland, focused on the richly atmospheric world of wetlands and marshes. We’ve also just published an interview with Sherif, where he breaks down the creative and technical processes behind this collection, exploring the construction of several key materials, including a highly flexible birch bark system, a mossy swamp-ground surface built from tile-based organic patterns, and terrain materials enriched with customisable grass, leaves, and twig placement. Sherif also shares insights into using displacement-driven workflows in Unreal Engine with Nanite, and how decals, with carefully applied normal exaggeration, can add realistic variation without heavy geometry. Read the interview with Sherif right now!
Hello! I've been trying to get these vertical lines on the jersey, but they're always stretching out or bleeding to the sides. I want the lines to follow the 3D model nicely (not 2D UV), so they curve along the rig cage, torso area, etc. (like an example of the original texture from the game below).Goal/Example: jersey_240_0_0_color.pngProblem: Problem.jpg I've tried using tri-planar and planar projection, and they don't seem to work well with my model.A couple of things I'm trying to figure out are:- Which method should I use to get the best result? Should I use planar, tri-planar, or something else?- I'm not quite sure if the problem is with the UV map, but I believe it's already working fine.- Do you guys have any suggestions or ideas on how I can make this work? I've been trying to find a solution and tutorials online, but none of them were very helpful.Thanks in advance!
The size of my source file is 409MB. When opening this file, the available video card memory reached 15GB (NVIDIA GeForce RTX 5060 Ti 16GB).My job requires me to use a resolution of 4096. Even if I set the resolution to 2048, the video card memory will soon be exhausted.At the same time, I also need to open the requirements file for the UE engine...
This issue keeps happening in Substance Painter and it is genuinely destroying my workflow. The “Save failed” error pops up out of nowhere, and it’s not rare it happens occasionally but always at the worst possible moment, causing hours of work to be completely trashed. I don’t understand how a professional software can fail at something as basic as saving a file. Instead of helping me create, it actively makes my work worse and pushes me back. It’s incredibly frustrating to use a tool that risks losing everything I’ve done, and I honestly expect a lot more stability from software at this level.
I was used substance painter to paint my texture at school last week ,and today I open it show this message. is there anywhere to fix it?スクリーンショット 2025-12-02 095432.pngAce30237263ewnx_0-1764637113408.png
Im using user channels inside of my project and wondered if there is an efficient way to reference the data in there inside of other channels . ex User1 to albedoI have a method setup where i use a custom substance designer graph as a filter to send over that data but it forces me to use a passthrough blending mode on the layer where i want to reference the data inside of that user channel.Which isnt as efficient as id like it to be. Another way would be anchorpoints which is also sounds like a slow way to do it because im trying doing this referencing for each materialgroup i have
While previewing a model in the Substance Painter viewport, the fans on my GPU suddenly ramp up to around 4000 RPM. The GPU load becomes very high, but this issue never happened before.This problem started after I lubricated the fans on my graphics card.
Hey everyone! I've been making materials in Substance Designer and exporting them to Unreal without any issues. I also exported my material to Substance Sampler, and the results were good!However, when I decided to put my materials together in a trimsheet using Substance Painter, the program wouldn't read my height map correctly. It would turn black and only show a few small spots of the height map. So I decided to fix it by manually importing the height map and adjusting the levels. Which worked in the viewport. but had the same results when exporting. The height map would be just mid grey with barely any details.More Details:I am exporting channel packed AO,Roughness and height together. and yes i had no trouble with any other map except for height texture.And my export settings are correct i assume because i tried everything. is this a bug or am i skipping a hidden step?
Hello, I’m having an issue when trying to bake to mesh. Every baked map (Normal, ID, AO, Curvature, etc.) turns out completely blue. I also can’t click on Return to Painting Mode, because Substance Painter eventually crashes.At first, I suspected a UV problem, but the UVs import correctly. What’s strange is that I tried rebuilding a project I worked on a month ago—which worked fine back then—but I’m now encountering the same issue.Does anyone know how to solve this?
I´d like to improve my models and been trying to find a way to get some color (like shadows) in to the skin wrinkles and pores. My model does not have any micro surface detail, but all the wrinkles and pores are made with alphas. This way I can export some nice normal maps, but when rendering the model, some skin details are still missing. I´ve seen some diffuse maps what others have, and there they have those wrinkles and pores baked also to the diffuse map for better contrast. Hand painting the bottoms of all wrinkles and pores is out of the question.So, the depth feeling comes from the normal map, but how to get the normal info also to the diffuse map so that there was some contrast as well? Or perhaps to make curvature map based on normal map?
Hello!I was just wondering if, anytime in the future, Apple Silicon users can use their GPU for baking mesh maps?I am using an M1 Max MacBook Pro and having to bake using my CPU is taking such a long time.
Not sure If I named the topic correctly, but think it will do..Getting ready to export textures for a model.Model is seperated in 5 individual IDed parts for painting individually.Each part has 1 or 2 custom use channels assigned to them (user0 and User1)When I am ready to export textures (UDIM / stacked textures per R+G+B / R+G+B+A), How do I make sure that each created User0 / 01 painted layer will goto the correct model part?Will SP automatically know that the User0 and User01 created in Model Part01 will goto it?and will do for each created User0 and User01 part? I hope I explained this correctly?Trying to not make this a TL/DR topic.If you need more information / details, I'll be happy to respond with the needed intel.
Well basically is the doubt at the title, will substance 3d painter 2026 have a perpetual steam license?thank you.
I can't seem to find out how to export the stylized generator to a base color. Also is there a way to bake the environment lights into the same base color ?
Hi there, I’m creating a custom tool in Substance 3D Designer to be used as a generator / fill layer in Substance 3D Painter, and I’d like to understand how this will behave in terms of memory usage under the hood. This question is primarily addressed to Substance 3D developers or anyone who knows how resource loading works internally. Use case:Inside a single Designer graph I plan to embed around 50 texture maps in 4K (about 25 MB each, so roughly 1 GB of embedded resources in the .sbsar).In Painter, the user will typically use this .sbsar only once per project, as a fill layer on top of the stack that generates base color + roughness + metallic.For one specific use, the user actually selects only two textures out of those 50 (through parameters / switches in the graph). So logically they need around 50 MB of data, while the remaining ~950 MB is just a “technical library” of textures stored inside the .sbsar. The core question:How does Substance 3D Painter handle such l
Hello In a few of my projects my model disappears when I try to render in iRay. I have checked over the settings and they are exactly the same as another similar project I have which renders fine. I've tried moving the camera out a bit, making sure alpha is not turned on and a few other changes but none make a difference, the model is literally invisible! Any suggestions on what might be causing this? Thanks
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.