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I'm attempting to write out an alembic file from houdini with valid vertex colors I can use to bake the ID map. Is this possible? I've used FBX in the past to do this, but the FBX files that I write from houdini don't preserve the material groups or the mesh paths.It would be super amazing to have some documentation that spells out the features of each file format that can be imported and how to configure the data that Substance Painter is expecting from each one. Searching the documentation and the interent doesn't provide much info.
I have an issue that has annoyed me for ages with the colour picker in Substance Painter.I have dual 4K monitors both set to 150% scale and extend view in Win10 so that I can comfortably read them. Everytime using the colour picker/eyedropper in Substance Painter causes both monitors to zoom in an extra 150% meaning a lot is cut-off and I can no longer pick from it.Substance Designer also has this same issue making picking gradients almost impossible, but no other colour picker in any other software or Adobe suite has this issue. I've tested turning off one monitor and the issue is still the same for the single dispaly. No problem if Windows is at 100% but it's too straining to read anyhting at that size. Has anyone else experienced this with 150% display with SP and SD?
Hi, I'm facing a UI Scaling Issue with the substance painter. In previous versions I never had this UI scaling issue ever. Right now the UI looks so big and blurry. My current substance painter version is 8.3.0.I researched about this issue on Youtube, Reddit and other forums and they are all showing the same solution which is High DPI setting in the compatibility section. Although it solves the problem with a con. I'm not looking for that particular solution because if I decrease the size in display settings it entirely changes my display size and everything looks so small.I encountered this UI Scaling problem with another software DaVinci Resolve few months back and luckily I found a solution for it.(https://forum.blackmagicdesign.com/viewtopic.php?p=898786#p898786) Someone created some sort of coding and If we paste that code in shortcut's target it solves the issue of scaling without messing with High DPI override settings. So I'm looking for the same solution like davinci resolve
I posted this question but after an answer the conversation stopped https://community.adobe.com/t5/substance-3d-painter-discussions/bad-shading-mesh-in-iray/m-p/13532776#M4361
Hello, I'm a new user to Pt Substance Painter. I'm noticing the Normal map bake is not perfect. Currently I'm going back and forth with PS to try and clean it up. Wow! Is it possible to fix a Normal map in Pt? Cheers!-Pablo
Hi Painters (a little tip for you) 🙂When I bake Curvature UDIM in substance I turn off the "auto tonemapping (per UV tile)" and play with Min and Max (keep the same value) if Min is -4 Max is +4For example If you have a body in real scale I use Min -12 and Max +12 Depend of the scale you can play with this values to get a good result.I dont know if the correct way but works for me 🙂 I hope that help you.Cheers.
Hello there, When importing a mesh in Substance, areas groups are based on materials. But what is the best way to manage areas that need to keep separated names? I explain :If I'm creating a human, the whole body : head, arms, legs, body need UV tile workflow to avoid hard transitions. But the UVmaps area will still needs to be available by name.
Hi Guys! I am not a big expert in Substance so I need some advice how could I make this more efficient:I am refurbishing very old models and try to add PBR materials to them. These models are usually buildings. Lot of straight rectangle polys. When they were created the polygon count was an issue so lot of things were simply drawn on the texture without extra polygons. So for example windows were simply was drawn on the facade of the building, they were not extruded or beveled to a poly. So in the materials I have to mask out the windows (glass).I simply want to select area on the texture/mask and add it as a white mask but somehow I cannot find the option or tool for that. The tool like rectangle, circle, polygon is missing for me.So far what I did that I opened photoshop created a mask bitmap, imported to substance as bitmap mask. But this is a little bit tedious and wondering if I could do this without photoshop.
[Plugin - photoshop-export] Program '"C:/Program Files/Adobe/Adobe Photoshop 2021/Photoshop.exe" "C:\Users\setha\Documents\Adobe\Adobe Substance 3D Painter\export\ASM - PBR Metallic Roughness_photoshop_export\photoshopScript.jsx"' failed to start It seems the script is using an older version of Photoshop that isn't actually on my computer anymore. Is there a way to make it use the latest version I have installed? Do I need to regedit a path?
Sometimes it's necessary to use baked in base color map from photogrammetry. I know it's better to create them myself, but in this case I need the baked in map with the baked in light and shadows. I would like to adjust it only a bit. Using painter isn't suitable to do that. It has an interface with build in HDR environments with it's own light and shadow. I need a space where I can just see my bake without the added light and shadow from Painter and there's no way I can find up to now.Can anyone prove me wrong? or suggest a workflow that works?workaround?ThanksRené
Hello, I've tried several things to avoid the problem to appear but whatever I do, I run into a strange behavior when I'm importing .obj with textures maps : the materials turn half transparent.I've tried from Blender to Blender, from Substance to Blender, from Substance to DAZ, from Blender to DAZ, while the original model use opaque textures, the transfer of the model with a .obj, turns the model to become half transparent. Any idea, hint?
Hello All,I’ve used blender for a few years now, this is my first time trying to use a Blender-to-Substance-Painter workflow. Unfortunately, this hasn’t gone all that smoothly so far. I succeeded in making a nice material in Painter that resembles mildew colored that is meant for a model I made of an Alley-Arm type power line.Unfortunately, when I import my model from blender as an FBX, this is the result of trying to drag and drop those textures as a smart material. Yikes, not what I expected. I double checked and all materials in the imported file map like this. The blender model was already UV unwrapped, and I tried using Painter’s build in UV unwrapper, no difference. The smart material translates fine when dropped on one of Painter’s test objects, has to be a problem with the blender file import. Attached below is my import settings.
I have been playing with the new baker.Noticing a significant performance hit on speed of baking compared to the past version.I am not a fan of the new module in terms of usability (for the increased capabilities having a new view is overkill and clutter with the set up), but the core issue appears to be the baking process is comparably slower. Anyone else seeing the same?
I have been trying to texture an extremely simple model in substance painter, but when baking mesh maps, I end up with ugly artefacts on the back of the model, it seems like the normal just doesn't generate there, but there is no geometry in that shape there, just a large quad at the back, and nothing occluding it. I have triple checked my face and vertex normals, UVs, removed any duplicate vertices, deleted and recreated the problematic faces, and just about anything I can think of. This is in a fresh substance painter project with 2048 texture size on everything, all I did is bake mesh maps. (For reference this is a part of a larger model I exported on it's own to isolate the problem) Thanks in advance for literally any help at all. (Images)https://imgur.com/a/WMARZxs
i got 2 layers with masks and i want to turn them into a single mask.any other software lets u do it in a second. i got NO CLUE how to do it here...what goat do i need to sacrifice to get this done?
Is it possible to show only the base color and opacity in the view at the same time?
I am taking the Substance Painter Launch Pad course by CG Boost which is very detailed but it mostly has to do with using materials and such on objects. I primarily need to learn the ins and outs of hand painting with this program as Blender 3.4 still does not do a very good job in texture painting,I am trying to hand paint a dog, a lad-beagle mix. Very organic. When I start painting in Substance painter I have the Basic Soft Tool brush and in the Properties Paint panel I have access to the "Base Color" with the color bar beneath it (initially it shows white) When I click on the white bar it brings up the color square with the HSV sliders and the eyedropper. I can then also use the "I" hotkey to select an existing color from my object or from a reference image on my computer screen. My problem is when I select a brush, like Blur" which has no color and then go back and select the Basic Soft brush I was using before, I no longer have the Base Color in
I am using a student license but my Cintiq drawing tablet crashed Substance painter after extended license and downloaded the new version of Substance painter. I was alright with them two last year. Why?
Sorry, but this is urgent. Anyone who can help me quickly would be much appriciated.I should still have acces to SP even though I am a recent grad now.My SP file is labelled "read only". I have tried importing the sample "meet mat", and saving the file. Just like it suggested in this forum:Solved: Read Only - Adobe Support Community - 13246905Once I do this, then "read only" label dissapears and I can access the buttons normally.BUT, I still cannot import my own model. When I try to I reiceve these error messages: 1.[Post Effects Document] Post effects have been updated from version 6 to version 7. 2.[Scene 3D] Unable to open file "file://lcc-render.arts.local/2022%20Production%20MA%203D%20Computer%20Animation/Users/18014845/GIG-SFS%20Proj/Texturing/Content/Spotlight/Spotlight%20HP.obj". 3.[Scene 3D] Failed to load 3D scene.Unable to open file "file://lcc-render.arts.local/2022%20Production%20MA%203D%20Computer%20Animation/Users/18014845/GIG-SFS%20Proj/Texturing/Content/
Hello, can you please help me, can you please help ad detail on normal map, but my normal map stencils is not visible in viewport in my brushHello, can you please help me, can you please help ad detail on normal map, but my normal map stencils is not visible in viewport in my brush_______________________________________In the tutorials on YouTube you can see that the normal map is shown
I am using the item painter steam version, now it gives such a warning when opening the file, what should I do?
Hello everyone, hope you´re doing well. Maybe someone can help me: Currently I am using Substance 3D Painter 8.1.3 (student license) and I would like to update to the newest 8.3. When viewing 'help/check for updates' I get the notice that there is no newer version available. When opening the program the popup window for updates doesn´t show either. Any advice what I could do? Thanks in advance.
Hello, Maybe I've missed something but is there a way to paint a materials on two maps at the same time? I explain : If we consider a car or shoes, some parts are used to be painted as separated object since they need different materials (tires and bodywork, sole and upper), BUT if we walk in the mud... both will be dirtied. How to paint the mud?
Opon launching from Steam it crashes. It does not start at all. On Pop OS. 22.04 Ubuntu based distro. On a fresh system all drivers updated. Using 2023 and problem is present on 2022 as well. Something to do with Qt and xcb I believe. "qt.qpa.plugin: Could not load the Qt platform plugin "xcb" in "" even though it was found."
Ben madde ressam steam sürümünü kullanıyorum şimdi dosya açarken böyle bir uyarı veriyor ne yapmalıyım?
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