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The materials are exported with the Unreal Engine 4 (Packed) preset, and are 4096x4096 (Same size in UE). Is there any way to fix this?
hello, I have opened substance and I have encountered this problem where when I open subtance, it comes up pink or without any shaders. I have viewed on adobe website and I have followed the advice which adobe gave me but the advice doesnt work. Can you guys please help me.
Hello, I'm making a toon shader using the Shader API, I'm trying to recreate a material we use in Unreal Engine to help our artist better visualize the results they'll be getting in engine. I was able to recreate most of what we need. But I wanted to check if its possible to create a toon outline by accessing the Depth and other buffers. Basically I'm trying to use the bufferes to compare adjacent pixels and calculate the difference to create an outline. Is it possible to make a custom Post Process effect to calculate an outline? or access the buffers directly in the GLSL shader code? Thank you in advance.
I've exported this FBX from Blender and I'm trying to bake the mesh maps. However I end up with these polygon edges all over and I can't figure out what the issue is. Mesh is set to smooth, there are no custom split normals, and the UV's aren't split except where they should be. The normal map I baked inside Blender looks fine. I don't know what else could be the issue
Hi everyone,I'm having an issue with curvature map. the issue that is not showing any details. This is the model after baking. Normal map seems to work fine. Yet, the issue is with the curvature map is not showing any details. Here is the seetings I use for the baking HELP ME PLEASE !!!
I've got a layer group, I added a black mask, I added a generator layer to the mask, and Painter will not let me add a generator to the empty generator layer. I click the Generator button, get the mini shelf, I select a generator, and the generator layer remains empty. No matter what generator I pick, none will actually take.I've got baked mesh maps that all look good. I really need to find out what's going on here.
Is there really no way to break the connection between instanced layers and the original?
I just downloaded a fur texture brush for this avatar, but now each time I open any project, the right 3/4 of the texture turn this pink color while the rest of the model is the proper color. I also tried using a default substance painter model, and most of the model turned pink. The texture breaks as soon as I make any change to the model such as painting it or deleting a layer. I've tried re-installing substance painter and the model, and deleted the texture file I downloaded but the issue still persists. Any ideas how to fix this?
I am exporting my meshes from blender to adobe 3d painter and when I do some parts get darker than others and I dont know what I did wrong someone plz help
We would like to automate our work in Substance3DPainter.Is it possible to change the blending mode of layers and folders using the JavaScript or python API currently provided?
Parts of my models are turning dark grey after baking the mesh. Consequently, the textures appear darker then the rest of the scene. What can I do to fix this?
Hi, What export settings need to be used for Unity 3D to show the material textures the way they appear on Substance Painter? Would request you to help out ASAP since my team is stuck with this issue since 7 days now. Thank-you. Best,Team Zeyka
Hey guys i have a question i need urgent help 🙏..we can bake and export fbx with materials from 3d modules like max or maya but can we do it in substance..i mean i need to export baked models in fbx format.. can i do it in substance or do i have to take the assets back to maya or max after painting and bake the model there and export.. i have no experience of baking assets i used to render and make videos ..the models should be viewable in ar or vr that's why i need to bake fbx..can anyone please help 🙏
I just went through one of the tutorials Adobe has on their website for Substance Painter (https://www.youtube.com/watch?v=_j27AS0VQOw) and I got to the end when I noticed something weird on mine. In Blender, the textures were all wavy. When I looked in Substance Painter, the 3D view looks straight, but the 2D view looks wavy! It affects all the maps from what I can see.I'm not sure what I can do to fix this. Because the maps themselves are wavy throughout it, any software I bring it into looks wavy. But in SP it looks straight in the 3D view. I thought maybe there was some sort of smoothing on, or the map was misaligned, but I can't seem to find the culprit.
Hello everybody i'm trying to activate the ACES color profile, however the "log" option is nowhere to be found... Does anybody know how to make it appear? Thanks!
Hi there. It would be super useful to be able to import cameras after a geometry or during an ongoing session.
Hi-Noob to Substance Painter. I'm trying to do some cloning to repair a photogrammetry model I'm working on. For some reason, even though it's all one texture/texture set, when I try to clone it will only clone onto certain parts and not onto others. I'll attach a quick video. Any suggestions? Thank you!
How do I stop this? I have no idea why it's doing this. I had to wipe out the mask and recreate it to get the paint brush acting like one again, which resulted in an hour's work lost. Painter v7.2.1Windows 10 Thanks.
Hi I have the latest version of painter and I'm trying to open a file from only a couple of weeks ago that would have been saved in this version of painter but I'm getting this error. I can't find any solution to resolve this that isn't "update to the most recent version" (I already have it...)Is there any solves for this or other solutions I can try?
Hello, I have a strass texture that looks rather nice BUT, strass is strass, in other words, it has translucency. If I override the opacity, it doesn't look right anymore. The problem is, trying to add a layer as a background, as a "support" material for the strass... has no effect at all. The strass opacity ignores the layer underneath.The strass texture is created with Designer. Should I add the "support" material in Designer instead?
Hello, I would like to ask if I can obtain a permanent license for both substance painter and substance designer?
This is the first log error:I've X'd out a few details as to not share the project I'm working on. Any thoughts would be greatly appreciated! I was told by a co-worker it may have something to do with Google Drive? [EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_position?version=feb33ac25fa1590276e2aa4ec1ff4e325f2d6e36.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_world_space_normals?version=beaea2b328b612a0ee5b0aeb28fef3d9c6537a51.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_position?version=feb33ac25fa1590276e2aa4ec1ff4e325f2d6e36.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_thickness?version=d3df1975bab466893e32f6b05293ff0e67171ef4.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_curvature?version=cfd
I have started to practice with Painter. I wanna draw a Character Skin, but i have Problems with the Tutorials shown.How do i get the Original Material for the Tutorial with the Devil ? The User used a Ambient Occlusion map, but i dont know how she has made it. Seemingly from photoshop but thats Nonsense. Can i download the model and the following materials and build the Steps myself ? Where did she get the AO Map ? And why is she using it ? It makes only Sense in a Game Engine, but i want to use the Texture in Cinema 4d and Redshift.
I have been looking through https://substance3d.adobe.com/documentation/spdoc/shader-api-89686018.html but can't see any way to do this. I have a number of custom shaders that all re-use a lot of functionality. This means that if I find a bug or want to update one function, I need to update all my other shaders too.Is there a way to just create a 'library' of my own and import that? Currently it looks like the only files we can import are the ones that come with substance. Is there a way to get this working without having to maintain around a dozen files containing many of the same custom functions?If not - is there any plan to allow for importing our own library files?Thanks! PS:The docs do say "Please note that you can't edit it nor create your own at the moment."but they've said that for a long time so I'm not sure if anything has happened on that front since the last time the docs were updated.On that note - the docs do seem a little out of date as th
Hello all,I'm making a material in Designer to use in Painter, but would love to have access to masks that I create. For example, I have a curve map created from the material's procedurally generated normal data, and I'd like to use that curve map in various generators in Painter. I created an output node, set it to mask, and named it curvature.- It seems I can add an anchor point under the material and then later call a specific channel (base color, normal, height, etc.), but there are no options to select an output mask. Is this possible with anchor points? If not, is there another way I might do this? I could have complete control within the material, but I'd rather have separate layers so that other artists can modify masks as they see fit.Let me know if anything needs clarification, and thanks!- Michael
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