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Hello,I wanted to know if it was possible to select a single map from a import/or from a already imported UDIM sequence? For example, on a human model I use 4 tiles (head, body, Lhand, Rhand) when I import the textures of the model, they load automaticaly as an UDIM sequence.So when I want to use only one map of that sequence on any tile it's impossible.I would like to do a symmetry between the two hand, by using the map from the Rhand to the Lhand by changing the map scale to -1. But as soon as I go in UV projection mode to acces the scale parameter, it shows my map 1001 (the head) on all of my tiles. I can't seem to select the tile 1003. 😕😕And I would like to avoid duplicating and renaming my files for this.Any hints on this issue?Thanks!
Substance Painter V 7.4.1Attached is screenshot of partial 3D/2D view (IrfanView modesty windows there for posting).How can I get that single UV based texture (2D right side) out of Substance? OK I know I can export all the maps and merge but with what? PS? It won't look like that AFAIK. I've bought and tried Texture Set Combiner by 3rd party dev (https://www.artstation.com/artwork/DgBDo) but I get stuck like so many at #BEGIN MERGE: and then nothing further happens. I am assuming if it did work it would generate what I wanted .. a png texture identical to that shown in Subtance 2D view. Guess I could carefully size the UV texture to 1024x1024 and do a screen clip but .. seems like this is a basic function the program should already have. Any solutions here? Help links or whatever .. TIA
i dont know why but my texture are over laping when i bake them even tho none are in blenderanyone got a fix?
As you can in the attached screenshot, no matter what material I use it looks green. It looks normal in iray renderer but green in viewport. The material I was using should look red. please help me fix this. what am I doing wrong? I have attached a log file and screenshot.To demonstrate the problem I used a simple cube exported from maya, this problem is in all the new projects but not in the older ones.
Hey I accidentally deleted all my baking settings in the baking log, anyone know how to restore it? Oskar
did Substance Painter support mac m2
hello, I just reopened to do some work and notice in the Material section of the asset shelf there are a ton of things gone from before. For example, there used to be a bunch of skin materials now I only see one. How do I get this back? Here's what I see. I'm in 9.0 btw.
I have a custom assets folder that includes all the typical things (alphas, templates, materials, colorluts, etc). Is there a way to distribute this to people without them having to manually add the library path in the settings? I could've sworn I've done this before successfully by placing the asset folder in a folder called "shelves" at the one of the SUBSTANCE_PAINTER_PLUGINS_PATH locations, but that doesn't seem to work anymore. I also have a startup script if it's possible to load it through python, I just don't see anything in the API that mentions it.
Hello, Is there a way to invoke my python plugin using a keyboard shortcut/key? Currently, the only way I know is by invoking it through a menu widget.
Hi everyone. Could you help me please? As in title.I had an idea to create simple material with disolve, blur and blends. It works by slider in Designer and also in Painter but I have no idea how to export it to Painter to make it work as opacity value (by brush opacity 0- red then blend to green 0.1 to 0,5 value and blend to blue 0.59- 1.0 ) . In short words. I would like to make a material where color will change depends by brush opacity in Painter. Is it possible? I guess my idea was completely wrong? Maybe there is any simplier way to do what I would like to. Thanks for any help. 🙂
Hi, I'm a bit lost with this one so I was wondering if someone could help me to figure this out. I'm trying to export my textures from SP and I want to use the dilation+default background color at export. All the regular maps seems to have the expected color, for example, metalness is black, but with color map it is giving me a pale grey and I have no idea where to change that, the documentation it's quite poor about that, it only says "default color of the Texture Set's channel"Hope someone can help me. Thanks!
Hi, I'm trying to bake textures from a high poly garment onto a low-poly one. Unfortunately, it is producting all sorts of artifacts--places that look too dark or light or just distorted. I noticed that almost all of this is happening on garment folds. However, my last picture shows a fairly flat piece that has a triangular area that's brighter than the rest of the garment. Tried adjusting my settings in the bake, but that doesn't seem to fix it. I was just baking normal maps. There's no diffuse here or anything. Has anyone dealt with this before?
Hello, I would like to share an issue I've been having. Whenever I bake my model I have been having weird artifacts with it's maps and I'm unsure as to what's causing it. I put this in discussion as I'm not sure if this is a bug or me just not understanding how the software works as I am relatively new to it. I would greatly appriciate some help. Here's the ID Map for an example as to what I'm dealing with:
I have several masked layers that I need to overwrite the normal channel of the whole stack where their mask is white. On my PC workstation this works fine by setting the normal channel (and usually height) of those layers to "normal" or "replace". However, I just noticed on my M1 Max Macbook Pro it is not working as expected. It appears that it is ignoring all blending modes for the normal channel, possibly height as well.
Every single (Adobe)program can access normal Windows shared folders which are on a file server or different PC, doesn't matter.Substance Painter can't. Well, it sees the 3D model or texture but can't load it. Since I don't think it's actually a feature I think it's a bug if people are not able to use assets located on a fileserver for example. I can't think of a single reason it's not possible since every other program can. I'm really happy how Substance Painter gets developed and really nice new features but being able to load/write files from a network share should have been possible from version one, way before Adobe took over the bunch.Really hope this get fixed, I don't think I'm the only one that likes to work on projects from a fileserver which gets decent backups instead of constantely moving folders to local folders since Substance Painter gets confused otherwise.Currenly using Windows 11 22H2 but this issue is a Substance Painter 'feature' only. More than happy to try a
What am I doing wrong, I can't see the texture / stencil I loaded in the tool "Projection" to Base Color? It's in the brush color icon, I can paint it on the model but I just see the grey plane in front of my model, not the texture to be applied what makes it very hard to predict which part I'll pain where.
HI , my GPU CARD is HD 4000 intel what the suitable version substance painter i download ?i heard version is 2.6.2 is that truei need help to complete my project
I have been using the UV Border Distance generator to create trim details on pieces of mesh, but am having some issues with larger meshes having these dots that seem to come from the generator. The random dots seem tied to texture resolution. If I export in 8k there's significantly more, if I lower to 2k most go away but a few remain. Display is at 4k currently. Does anyone know what causes this or how to fix it/prevent it?
Is there any issue ( or requirement when ) passing presets between PC and Mac versions of Painter?I'm trying to send colleagues my smart-material presets and the PC guys can drag and drop and they work fine, but the Mac guys ( running native rather than through Bootcamp) get an error. Not even a useful one that might suggest a solution. We've tried manually placing them in the correct your-asset smart-material folder and restarting and they're not recognised.We assumed presets would be platform agnostic so is there anything extra we need to be doing? Thanks
Are there selection tools in Painter perhaps like the Magic Wand in Stager or a lasso?Based on what I've seen in my eary days of of trying out and researching Painter the anser is no. Are there good alternative approaches to applying different materials to parts of a mesh? For example if I have a sheet of metal with bolts (all part of the same mesh) and I want to have the sheet metal red and shiney and the bolt heads black and dull. Is the only way to do this to use Materials IDs or separate meshes perpared before importing to Painter? Can Substance Modeler handle this situation?ThanksGeorge
Ich habe das merkwürdige Problem, dass der Stiftdruck in SubstancePainter nicht funktioniert, aber dafür überall woanders, auch wenn ich diese Programme parallel nebeneinander laufen lasse. Es scheint nicht wirklich am Treiber zu liegen, sondern an SubstancePainter. Das ist jedenfalls mein Eindruck. Ich nutze die SteamVersion, da ich das Programm dort erworben hatte. Im Treiberprogramm des Tablets habe ich SubstancePainter als Programm eingetragen, in der die Treiber aktiv sein sollen. Windows Ink ist eingeschaltet. Mausmodus aus. Trotzdem weigert sich Substance, den Stiftdruck zu aktivieren. Die Stiftdruck-Buttons in der Tool-Leiste sind ebenfalls aktiv.Trotzdem tut es nicht was es soll. Das Problem scheint aber nur bei meinem M10K nicht lösbar zu sein, denn Wacom-Tablets haben damit kaum Probleme soweit ich das in einem YTVideo sehen konnte. Der Hersteller von Gaomon scheint auch keine Lösung für das Problem anzubieten. Vielleicht mache ich irgendwas falsch, oder ich s
"When I try to bake maps from my highpoly to lowpoly mesh, I'm getting weird baked results with some unwanted textures over the mesh. I will add some screenshots with this message which shows the issue. Please help me fix it
Im done with my first asset painted with substance I want to export and sell it as a game asset or a standalone asset. I want to sell it on CGTrader and similar. Along with the other files, i want to prove the buyers with both the normal map types. [PS: Color, Metalness, Normal x2, AO, Roughness are i guess all i need? Never sold my stuff on websites before] Please help.
Hello when importing a file from MAYA to substance i had the issue "Be carefull modifing one of these paramaters may recompute all your channels" i press enter to import and don't change any paramater then i gave me an error "Failed to compute tangents; need UV data in channel0." not sure why it happen to 4 of my models although others are working fine I tries all possible solutions like exporting FBX, OBJ, Clear history , freeze transforms ..etc all these tricks but still stuck, also i made the UV automatic and manual 😞 Thanks in advance
Hey, I dont know if this is the ocrrect place to make this post but im trying to make a steel material (reference included), does anyone have suggestions for how to make this? Ive been trying to mimic the material for a couple hours and im stuck, any advice or suggestions would be great!
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