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If any layer has metallic values enabled, that part of the color in diffuse map turns black on export. I've started multiple projects, different models, various presets for export, can't figure out why this is happening.
Is there a better way to add the edge wear to the painted section? I used a basic setup to hopefully show how the current folder structure is. The Normal detail group has its own folder with an anchor so it can be referenced by the edge wear generators etc. The trouble is if I add Normal (or Height details using the same separate group and anchor setup) you can't (or I can't think at the moment) how to reference the edge ware with some added paint to the handle in this example?
Hi! When using a 4k screen, I am having a problem with the resolution of the 3D View section.Not that textures would be bad resolution, or the render output, but the viewport itself of the painter (window in which I paint onto the model). Everything else is of correct resolution, all the thimbnails of materials, or the UI. It almost looks like the 3D view would be running at something like 420p. It's really bad, blurry, I can see pixels of edges. I can fix the pixelish edges by turning up temporal antialiasing but then its still very blurry, even more actually. Its very unusable. This started to be happening since I switched from educational license to the paid license. I tried reinstalling, but that did not help.This issue seems like it's not happening when using a Full HD display. Using an FHD display is acutally sharper (even if at same size).This issue is happening only in Substance Painter. No other 3D software is doing this. Thanks in advance for any help
So i used Substance painter to bake high poly details onto a low poly mesh. I'm curious how i could export the new lowpoly/high detail mesh back into blender. Thanks
Lookign to add Specular map in my general asset chair. But i found that it is under "Unsupported by Shader". what does it mean?
So decided to export my textures as I THINK I can finish up little details in Photoshop but when I export most of my maps are empty so I'm obviously doing something wrong. I need a set up of Diffuse, Specular, Normal and Height, that's it. So I cobbled together one from one of the PBR setups, duplicated it and renamed it but it's not working. I did remove the opacity channel as it's not something I need but then put it back in as it seems to piggyback on the Diffuse channel but neither exports gave me anything for the Diffuse channel! I've done allot of work and I feel like it's stuck in the program. Doesn't do my any good to have all this work not export correctly! I have all the maps in my output folder but yea, no details, no diffuse, no specular, no height so I'm really confused.
what can I do to stop the layer underneath from showing in the seams?
I have issues when I’m baking my 3D model from Maya. Map resolution 1024 •The UV’s are good, with space in between. •cut the UV’s differently • adding material to each object •adding a cage •separate parts in Maya export and then project configurated the “exploded” fbx file to bake and see if that helped. I am confused and hoping someone can spot my mistake(s)?(Last pic is the AO)
Hi! I was working on an fbx. I am using UDIM workflow. But after exporting I realized that my texture maps are quiet wrong. No volumes in albedo maps etc. Can someone help me please? I don't understand what is the problem. I am also using and have to use this export preset because it's my test for application. So it's a little urgent. Please HELP!
I'm having a strange issue with my position map, when applying a texture to my model that uses the map it creates these blocky artifacts all over the texture. I'm baking my maps in Marmoset, and I've tried messing with the settings and nothing has worked. This is testing with only the position map applied, it makes no difference if I add all the other maps. I've linked what the artifacts look like in the paint window and the position map that I am using from Marmoset. Any help would be appreciated!
So i want control over the color of the screws, and i want rust/ edge wear to maybe affect them [soo i guess anchor points?]. How do i do it? I just want to simply click the hard normals over the paint layer
Hi, there! Let's say I'm building a castle for a game environment. I'll have to author a brick wall tiling texture. But I'll also need stairs, individual bricks, pillars, etc, which will be actual 3D models with unique UVs. The thing is, they'll be made of the exact same type of stone, and ideally I'd like to make some sort of stone smart material (or base material in Designer), that will be used to texture all of these things. I'm looking at adding a bit of rocky surface noise since I don't wanna sculpt microdetails, and some extra cracks perhaps. The problem is this: from what I understand, tiling textures would be built in Designer using height data. But for 3D models, the height data is sort of useless, right? It seems to me like tiling textures vs unique UVs are completely different workflows, and I can't find a way to properly author materials that can be reused between them. I see lots of people using Designer exclusively for tiling textures and Painter for 3D models w
Since Adobe doesn't want to make it so we can export textures into Photoshop using "Paint Across UDIMs"I started to export the masks one by one, copying the hexdec color and making the layers in Photoshop.But when I get to a layer that uses Overlay in substance it doesn't function the way Overlay functions in Photoshop and wondering if there is any trick that can be done to get the correct Blending in Photoshop to match the texture I am exporting.Thank you so much for any ideas and Adobe if you could I would be so grateful if you could make exporting to Photoshop work across UDIM style Substance Painter files.Here is what the texture looks like from Substance.Here is that layer's setting in SubstanceHere is how it looks in Photoshop as Overlay means something entirely different between the programs and how they display.As you can see the Photoshop Layer is as you would except a since the color is light displaying as it should be in Substance Painter it makes it dark and the desired eff
My company require me a metalness map in RGB 240/240/240 and no metalness map in RGB 5/5/5 and heigh map in RGB 128/128/128, is there a way to get out of Substance maps with these values?
I am having an issue with my curvature map not detecting many of my edges. I have messed with all of the curvature bake settings, checked and unchecked GPU baking, and my UVs/ Mesh dont (to me) seem like they have any specific issue that would cause this. Many edges just seem to be completely unbaked or recognized, and some are spotty and die out. Any help discerning what could cause this would be extremely appreciated.Here are some examples of my models and UV's within substance with the curvature map view.
Hi. I found a video talking about how to make viewport in Painter be the same on Unreal: https://youtu.be/Yu8wR4df0IE But I noted Painter 8.2.0 has a new option:So, how to tweak Color Profile using the latest version of Painter and Unreal 5.0.3?
I haven't found any good beginner stress on beginner videos on how to make a decal. Assuming The Adobe team runs this community, can you post a video on your youtube? I'm trying to make the following effect and have not found a good solution in the substance library. Actually, you can actually add more ripped decals to the library for people like me who subscribe. Or do both add more and do a video.I'm trying to achieve this. Any help is much appreciated. Thanks
What is the Use of Alpha in Fabric Bamboo Material which is located inside Substance Painter?
Do you have to create each map 1 by 1 ? Or created automatically? or can create
So I'm working on a human skin set up for a figure from Poser. SO there is a the UDIM setup of just the skin areas, Head, Torso and Limbs and then quite a few Paint layers of various types like skin, pores, vascular system and all that. These past few sessions have SP constantly computing. I realize I can turn that off but then when I turn it back on I fear a crash as it's going to have allot to do. So I'm reaching out for some advice on what all I can do to speed things up again and not have to constantly wait for it to finish computing. This last session was so bad that it froze and my system actually freaked out a bit because of all the RAM it was using. So I rebooted the system. Can't work like this. My basic system is Windows 11 Ryzen 7 3700X - GeForce RTX 3070 - 16GB DDR4 Below is a screen grab of all the layers I have going..... a good many of them have Height and Normal on for all the detail work.... Thanks so
I found this old video, with the baked lighting filterhttps://www.youtube.com/watch?v=OwNwygk4LQo It looks like that feature is not available anymore?Any updated video tutorials on that or documentation how to do the same with the latest version? Thx
Hello, sorry about this somewhat offtopic request. The other day, my Discord account got hijacked and started spamming invite links to all DMs and channels, which got me banned from a few servers including Substance Painter & Designer. If someone can get me unbanned, I would appreciate that. My account name is: (Removed by moderator now that issue is resolved)
When I try to bake mesh maps, some of my high poly pieces are way bigger than my low poly model. Is there a way to scale my high poly pieces to match the low ones? I exported them from zbrush and they had 1 as a scale, so I don't see why this problem could occur. It's my first time using the app btw, so I'm not really familiarized with it 😥
Hi everyone. I need to know how to acess to the geometry edges. Let say I have a cylinder without cap at the top or bottom and I need to mask the edge. I know that there is the UV border but this will mask the vertical seem that cuts the side of the cylinder, so I was wondering if there is any other method to mask the edge of the geometry only. Thanks a lot!
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