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Hi guys,v8.3 is building trust in Adobe that this masterpiece of software isn't discontinued and put to the "milking the customer" bench. I bow to you for that.Bake mode seems to be pretty stable and a real innovation.However, rearranging views works only within the main instance for me (Win11). As soon as I try (or do it by accident) to move a view to another screen than where the main instance lives, SP crashes hard.Which is quite annoying when working with a graphics tablet as a second screen. Any advice? I'm on the edge to rethink my opinion on Adobe because there were some real improvements in the past few months (3DConnexion support finally, baking improvements now).Thanks devs.
i tried redoing uv too used maya 2022.I also tried different settings while baking but this shadow is appearing each time please help me with this im comletely new to substance.I havee attached phtots and settings as a video pls check on it.
Hi I have a problem with substance baking, I'm trying to transfer the normals to the Lowpoly from a Highpoly but it always gives me the error "[BakingProcess] Highpoly scene was required when baking Normal Map from Mesh but could not be loaded."Using by mesh name.While with Always it doesn't give me this problem.I'm using a lowpoly mesh modeled in maya and it doesn't work, while if I use a lowpoly exported from zbrush it works fine with the by mesh name.Can someone help me?Thank you
Hello!i was hoping someone could help me with a problem.when i export my maps from Substane painter i keep getting these cut off cropped maps and i cant use them for anything. Below is a screenshot of the exported maps: The maps look normal in the surface painter map view so i don't really know what could be happening: Below is a screenshot of the maps looking correct within substance painter. Below are some images of my export settings. I would be using the maps within c4d and redshift. Any and all help is greatly appreciated! Thanks!
Hi, im learning how to make game assets that will eventually be compiled together in unreal5. I'm creating models in maya then bringing them into Zbrush to add detail. But that's as far as I've gotten. Im quite good at substance painter, however the workflow confuses me, I want high detail on my models but dont want to slow my project down in unreal with high polys. Can anyone tell me the correct workflow from maya to Zbrush to substance to unreal? I can do each part but can't figure out how to connect them together. I'm blurry on baking and using the low poly model as final but not knowing how to extract the high poly maps from Zbrush etc etc. I'm so confused. HELP!
Please, give me an advice. I can't see objects from maya. I can't mask with objects or IDs. Where is the error? I export as fbx. I tried uv in maye both on 1 udim and on multiple UDIMs. In neither case do I see objects in substance with names from mayya, only in the 3D view. Please help!
How do you sample the greyscale value of a Mask - using the sample Material picker chooses the colur value, not the value of the Mask.
Hey guys, do you know if there is an option for Substance to bake AO directly into vertex color?
substance is cutting texture on my 3d model , who i working, if i put the size at 128x128, he actually works, but if i increase the size eh cutt at the middle.some prints of whats is happening.how can i solve this:?
Hi there... I have a few texture set lists and I renamed them.When I export the mesh to fbx, the new names of the materials are not taken over. What i am doing wrong here? GreetsGuido
Hey everyone, I'm new to Substance 3D Painter. Now I have a question. For me, something is displayed in red [See picture] It says that is an assignment error. Unfortunately I do not know how I can solve it ;(I ask for help Thanks
I know a lot of people have had success with this excellent program Texture Set Combiner. I have come close to figuring this out, but not quite...Common issues I have ruled out:I know that I need to select a PBR format that includes the alpha channelI know that each material has to have opacity information in it in order for that channel to be generated Within TSC, I have successfully merged the diffuse/base color material-layers into a single material, but that's because it enjoys the benefit of having an alpha channel, so it's easy to just combine those together and call it done.But for all other materials, I had assumed it would use the diffuse/color channel as its alpha-basis, but this has not been the case. All my exported other material elements are basically whatever the last in the stack was since its color information would fill the entire canvas area.I feel really close, but am stuck at this part.Thanks in advance for your help.
Hi! I hope that someone that works at Adobe can answer this? It has been in pipeline since 2021 that Substance Painter will arrive to Adobe Create Cloud Suite for high school... Is there any update? I am a teacher in highschool teaching in Autodesk Maya and Unity and would really add Substance Painter to this and I am waiting and wainting for more info about this.
Buenas tardes;Cuando bakeo el canal de AO en Substance Painter me salen unas marcas muy raras. ¿Alguien sabe porqué?..
I've tried everything that's obvious and did all the "normal" rook mistakes. I followed this guide which technically should have fixed the issue, but it didn't. It wasn't until I applied the base map to a regular sphere that I saw that the textures were working fine in Maya. They just won't apply to the model I've been working on, so the issue is with the model maybe, not the import? I've added the texture files for the "Amp" or the horn part that's black in the scene.
I waited for the rumored 2023 edition of Substance 3D Painter launch on Steam around Thanksgiving, but nothing. Will there be a 2023 edition on Steam? Thank you
I've got these textures I would like to export, but I want the base colour in certain areas to have a certain level of transparency. for example right now if I had a regular cube mesh, and I painted 5 of its faces blue and one of its faces green and I changed the opacity of the green face to 50 or something, how do I export it with that 50% transparency?Right now it exports as a solid colour even if its opacity is changed, I have to go into photoshop and manually change it by selecting the areas I want transparent and changing the opacity and then saving it as a png in photoshop, is there a way to do this in substance painter so i don't need to do this extra step in photoshop?
For my custom exporter I'd like to access the data as to what color space got applied for the exported maps. Using code how can I query the current project settings with regards to the color spaces? So that would be these settings:And in particular accessing data similar to this UI shows would be perfect: I'd like to be able per texture set find the outptu maps, their resolutions, formats, bit depths, color spaces, the UDIM tiles and preferably even if the filename template used to define the path. So for a substance_painter.export.export_project_textures(config) export I'd like to know this information about the output files. Any pointers?
I am looking for an sbsar file cataloger. I tried in bridge but the relief of the textures is exaggerated without being able to adjust it.
Every time I open a file it is set to read only and I have to save as a new version. It is not version related, as I am opening on the same computer. This is a recent develepment (I'm on 8.2.0) and is really not ideal. We save our work to the cloud and it results in having folders full of painter files, which could be just one file. Each time I make an adjustment to a coworkers file I have to resave under a different name. It's a huge space eater. What's up with that?
Greetings, I've run into an issue I can't seem to solve or find any info on. When I use Tri-planer projection on my fill layer, parts of my normal turn black. Adjusting scale or Y axis causes the black faces to jump around. This issue is not present when using other projection options or when changing the Filtering to nearest. Perhaps someone knows what's causing this issue or even how to correct it! Cheers!
Since there're many properties in the layer or effect, so it's difficult so find out which property was tweaked when I want to reset modified properties only to see the difference between default value and the modified value.Unreal Engine editor has a feature to resolve this problem perfectly, it would be better if Subtance add a similar feature.
what im trying to do is remove some black from a mask without touching orange its connected to how do i do this without disturbing the orange?
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