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I can not open substance 3D. It was fine a few weeks back when I was working with it. I have made sure my GPU drivers are upto, windows is upto date. I swapped to studio drivers as well. I rolled back substance versions and also made sure old substance painter version where not installed. I have sent a error repot through the software, but I need to use this for work in a few days. Thanks
Hello, everybody. I want to ask you for help. Not so long ago I started using Substance Painter, so I don't understand a lot. At first everything went well, I finished two projects, but the last one caused a lot of problems. Starting with crashes, which is not as problematic as the constant appearance of artifacts. Beginning from the very start of the program, as in the screenshot above, where the textures are in very low resolution, until I change the resolution to any other (although it was originally 4096 by 4096) and ending with artifacts during the work itself.Artifacts appear absolutely randomly, they can change their form from a simple turn of the camera and any manipulations with the interface.I also had problems with texture baking, as in the screenshot above. Creating a new project does not help, the problems remain, I did the export from Blender according to the Adobe
Hi,I have a PC: i9-13900K+RTX3070Ti+64GB DDR5 and my Substance Painter is same slow and laggy than in my 8 years old PC: i7-4790K+970GTX+32GB DDR3. I have version 9 (2585), I think the baking is faster, but the average performance, changing layers, viewport usage, many seconds long lags, etc is exactly the same than in my old pc. So I do not feel too much difference. Is this normal?
Hi guys! Is there a way turn off a fill layer or a group upon export instead of manually turning off the layers? Like is there a command that can be put in an export preset? Regards,Andrew
Is there any way to map an HDRI as a Specular / Reflection texture?
Can we have a option to ignore meshes that do not have a matching mesh name when baking mirrored geometry?When baking a character with mirrored geo using the same uvs and material (eg. boots or gloves) we dont always have a left and right side in the high poly. What we do is just export one side and bake that side and the other side should use the same bake as they share the same uvs. For example I have a glove_l_low and a glove_l_high in my full character fbx export but I also have a glove_r with no matching high as I only want to bake the one side. I then use match my mesh name to isolate each part. I would think that anything that doesnt have a mesh name match would not get baked, however what seems to happen is the right side is still trying to bake but because there is no matching high poly it ray casts into forever but conflicts this bake with the other side with the matching high poly causing baking issues.One way around this is to export a baki
Part of the texture did not bake, I baked hp on lp in substance, the UVs are not overlapping and the mesh is symmetrical so I have no idea why it baked only on one side. I symmetrized the geo on lp and hp but the problem only occurs on one side. Thank you for your help 🙂
I have applied for the free 3D Substance Painter license, but have not received an email with the link to confirm eligibility. Is there a way to have it followed up manually & sent to me?
Hi, The way we are currently working at our studio is we do a lot of our surfacing/lookdev with our assets in their dressed postion, ie. not at world 0. We then want to publish these assets at world 0, with the likelyhood of adding further surfacing updates later on, now with the asset at world 0. Frustratingly as far as I understand Substance stortes all of it's paint strokes in 3d space, unless we paint in the uv viewport then its stored in uv space. Is there a work around for this as preserve brush strokes tries to reproject back in 3d space, is there the possibility in the future to be able to convert 3d brush strokes into a UV space at any point? Thanks, Olly
Hi, Welcome to Adobe Sales. My name is Pragya. How can I help you today?Hello! So I am still waiting on the email for adobe substance free version for students and teacher, created an account using my .edu hoping that it'd be send there. (Went through your steps already yesterday and would be on step 3)PragyanLet me check it for you.thank you!PragyanCharles, I see that you do not have any active CC All Apps student plan on your account. In order to get Substance 3d you will need to subscribe for CC All Apps.Shall I help you with the plan?Oh, I was looking at this website:substance3d.adobe.com/education/This is from you guys right?1:54 PMPragyanYes, this is from us.But, if you check the FAQs, you can see that it available once you have the Creative Cloud All Apps plan under student discount.Ah, didn't know that, rather unfortunate. I'll look into it though tyPragyanNot an issue. Let me help you with it.The price for Creative Cloud All Apps is USD 19.99+taxes per month.We can setup the a
So i have this weird issue. I am running dual monitors and whenever I scale a brush, rotate or even try to use the color picker, my mouse continues to jump off screen or to the other
Hello, I've recently been working on texturing my model, however I noticed that my textures are low quality. Is there anyway to fix this? The resolution is 2048x2048, the preset is Unreal Engine 4 and the texel density is around 85%. Below are the pictures of the texture. The reason that I want these textures to look better, but don't mind the wheels and parts around that is the reason that the "platform" and the cabin will be accessable which will mean that players will be able to look closely at the textures
Hi, Sorry if this is an easy question, but how do I listen for 'BakingProcessEnded' from Event.Py in my own python script? From the documentation I havent been able to deduce what I actually need to add to get a function to run when that even is triggered. Could someone break this down for me please? Thanks! Graeme
Textures in the project look corrupted when I open a project with UDIMs this looks like incorrect projection of UVsIf I change resolution to any other, then textures regenerate and everything looks fine, till i start woking. Then, when using a fill layer from time to time textures get corrupted again. Example: normal map not rendering, roughness looks wrong i.e. incorrect, normal map in wrong places of the mesh.Recalculating textures by changing resolution fixes it for a while, but then everything breaks again.Painter Ver. 9.0What I did to fix it: reinstall painer, rallback AMD graphic driver, disable sparce virtual texture hardware acceleration. Check on a different project that worked fine before (same issue, except with one UV tile the project is loading ok, but then during adding fill layer graphical glithes occur).Have no clue what is wrong and where the error is.Any help?---AMD Driver ver 23.5.2Radeon RX 6600M
I want to create a height modifier that gets current layer height as input and takes extra pixel input from an anchored height somewhere beneath and blends it in . What should it be ?A filter? A generator? Just general sbsar ? Can any of those have two inputs ?
After latest update of Substance Painter, my Ambient Occlusion maps are blotchy and unusable. Is there a new setting that I am not aware of? PBR metal/rough
* Please note that this article was written using a translator.* My computer parts are... ㄴ AMD 5950X ㄴ RAM 64 GB ㄴ GTX 970 (4GB) Hello, the program is running well, but at some point it's not running. (No white screen response) (7.2.1-1120 x64) (7.1.1-954 x64) Of course, when I first installed the program, it ran well. I updated the graphics driver. ( 466.27 > 471.11 ) After updating the graphics driver, the substance paint was executed and a warning pop-up appeared. I heard that the minimum supported graphics card has been changed to gtx1060. Then the problem began. The screen turns white and the program outputs no response. This pops up when you press the button to exit the program when there is no response. I updated the graphics driver and thought there was an error, so I returned the graphics driver to the lower version again. ( 471.11 > 466.27 ) There i
For example I want to sample all the height beneath of a curent layer , blur it and add the current height then apply compare mask that wouldn't see that blur on "below" . How can I do it? By anckor maybe? But looks like it sends higher only content of current layer and not combined image of whats bellow. Like this? Can I do my own compare filter and how can I sample "bellow"?
I've created a project and wored on it for a bit. When I reopened it. All the UV seams became visible They even show up in UV view The only way I could fix it is to change padding to UV space neigbour.So my question is: am I doing something worng or is it a bug? Never had this problem before, while working with no UDIM workflow.
Now with that vector pen can we do a "roll" brush like in Zbrush or 3d coat. I mean a very long image of something that would roll out and deform smoothly along a spline UV . Not a small shifting slices blurring one into next one? I have very hi res and good looking non repeating crack and seams brushes in Zbrush and always something much blurrier in Painter. Have anyone ever managed to do it in Designer?
Hello to all Adobe staff,I am having a problem with 3D Painter. I use a Huion Pen Display tablet more precisely a Huion Kamvas Pro 22 "v. 2019. Every time I move 3d Painter on the Huion screen, 3D Painter freezes after a few seconds and I can no longer work. The only way to unlock it is delete the settings from regedit and restart it in default mode on the main monitor. This problem only happens with 3d Painter I have tried other software of both painting 2d and 3d and they work without problem. I have also updated everything both softwares and drivers. If anyone can help me I would be very grateful to him.Thanks in advancePS: I add some info about my PC setup:- OS Windows 10 Pro- CPU 11th Gen Intel(R) Core(TM) i7-11700K- GPU ROG-STRIX-RTX3080-O10G-GAMING- 64 GB Ram
I drop same texture in base color slot of deault "fill" layer ( right side) and as a texture input for a substance . . Why I see different colors? I attached the sbs file. What did I do wrong? The sbs file have base color as sRGB in the output. I tried linear. Still not the same. I want to make a substance where I could drop packed RGBA files and it would output them into proper Painters channels. But this color gamma issue doesn't let it work properly . What should I set in Designer for sbsar export? Tried sRGB. just raw , linear. Nothing works.it's "legacy" color managment btw.
To update a texture I have to not just right click "reload" it but re-drop it in evry slot where it's used . It's quite annoying imo. Is there a trick to do it in one click for all the curent project ? Perhaps automatically when I save it in outside app. aka Photoshop?
Hi all, I am new to using UDIM, currently using the last version of Painter (before all this adobe update, not ready for that yet). I am frustrated trying to keep track of my assets by their udim number and would prefer to send them out with their description name (which i have added in the list next to the UDIM ID). I know that you add .$udim to get the number in the name, but what do you put in to get the description instead? ie SofaLeather instead of 1003. Is there a way?
It's very annoying when you set material fill properly , pixel to pixel to avoid extra blur at export and then accidently move the gizmo. Once set can I lock uv transforms somehow?
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