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By default Substance Painter only allows to have materials that are present e.g. in the source FBX file. It would be great however if there were a way to also allow the user to assign a new/custom material to specific meshes so that if e.g. an Alembic is loaded with multiple meshes and there only being a single "DefaultMaterial" entry that the user has the ability to split it into multiple materials directly in Substance Painter.
Purchased CG model on CG trader. Imports fine in C4D, but when I export to substance painter via either FBX or OBJ. Substance painter messes with the normals and the model looks totally bulbous and strange.(Please see attached image) I have this issue a lot and it's really tough to get around. THis time I'm stumped and can't work with this model. I've tried C4D, 'align normals', I've tried deslecting / selecting normal options during model export from C4D. I guess I need a way to reset the normals in C4D but have exhausted all the options I can find... Thanks in advance for any help.
Hello,I am trying to bake my HP to my LP to save verts for a game sword asset. I am using the subsurface modifier and there is an issue.As you can see due to the modifier for the HP version there is a gap between the mesh and the edge. Now when I bake the HP to the LP in SP I get this because of this gap...I am using a cage as well which I thought was supposed to fix this but does not work. How am I supposed to fix this issues and make sure everything looks clean?
I've been going through the Getting Started With Substance Painter 2021 tutorials with the Spider Bot Mesh. There is a section on applying decals using text fonts. Everything appears fine in the viewport, however the text has a wavey distortion in the exported base colour map. Any suggestions? Thanks
Hello, I made a plugin for substance painter which export textures for Unreal Engine and import them automatically in Unreal Engine. It needs improvement on some part, but it works out of the box. Feel free to use it or improve it 🙂 francoisgfx/substance_painter2ue: A substance Painter plugin which export textures and automatically import them into an opened Unreal Editor project. It created a connection between SP and UE and sends command to UE to import the textures. (github.com) F.
Hello!I am trying to archive a painted look on my Object in Substance Painter.And i am searching for something like a blending brush as you would know it in photoshop.I know there is the smudge brush but it just drags the colors around and i dont get the result i want.Also there is the flow option but the effect is so minnimal that i also can not work with that.I also attached an image where you can see what i want to archive.
Hi there, have a question. Been using substance fine the past few weeks. Export PBR metallic roughness (with output for Unreal), and normally get hard straight edges on my maps as I'd expect. However, this wobbly wavy mess came up (it is a building, nothing is curved). I have even turned off infinite diliation, as someone mentioned this might be the issue, but no avail. I use C4D to make my models. Any help as to why this is happening would be greatly appreciated!
Hey guysI am new to Substance and one thing is throwing me off. I have my model which looks great in Blender and Max when rendered-- it's a steampunk robot thingee. I brought my mesh into Substance to create materials, and after playing with several HDRI's in Substance, I am clueless as to which to use that will show me accurately what this thing will look like when it ultimately goes into Unreal or Unity. Each HDRI makes my work look completely different, unlike Blender where I can set up three lights and get a nice render. Can any of you recommend an HDRI to use that would be a good baseline? I have an HDRI that I use all the time in Blender--can this be used in Substance? If so how do I add it to the HDRI's in Substance? Thanks in advance!
Hi there,I have an issue I need to fix asap so I can continue my work on my honours project for university.I need to re-texture a character rig. I can paint on my mask layer if I change the UV map of the character in Maya before exporting however when I do this, my rig breaks and his facial controllers bug out. I need to be able to paint on masks in substance painter using the rigs original UV map. The map looks clean to me so I have no idea why Substance painter wont let me paint on it. I am new to Substance and I need a solution asap.Please note I cannot change the layout of the UV maps either as this too breaks the Maya rig. Any advice is appreciated. Thank you.
I had posted this in the photoshop forum, but perhaps this is a more appropriate place. Sorry if multipole postings is discouraged. I won't do it again. I am interested in using a VR headset as a tablet input for PS, and wonder whether anyone has done this or knows how it might be done. I am creating a lot of complex abstract artwork on photoshop. I know nothing about VR technology, but here's how I envision it might be used. Here's how I envision it. I will have a large board( or cardboard) and the VR "screen size" will be the same as the board (somehow). I will use one of the VR attachments to "draw" on the board, and the movement will be transmitted to PS where it will appear in an open document. (The board is to restrict motion and will not be visible through the headset.) So basically the headset sould give me a very large area on which to work. One could even use it as a kind of easel. The PS tools, menus, etc, will appear in the headset and appear to be "on" the s
Hi all, I'm hoping someone can help me out. I keep getting this annoying pop up, which started about a week ago, shown below.I have followed a bunch of different discussions on here to get to the bottom of it, here is a list of things I have tried already:1. Uninstall and reinstall painter.2. Uninstall all apps and uninstall CC, reinstalling it afterwards.3. "clean" uninstalling as well as using the CC cleaning tool I found on another topic about popups. 4. Keeping painter uninstalled for a couple of days, however the error still pops up without the software being installed. I'm at my wits end, the pop up crashes open software, games, etc. but I also need painter installed for my job. Nothing I have tried has worked so far. If this is a bug I sincerely hope it gets fixed soon because this makes my CC unusable. Painter is currently installed at the 8.2.0 version, on Windows 11, let me know if you need any more info as I just want this fixed now.
hii want to use brush, but all i can see is "no properties found"how do i fix it?
Hello, I added an opacity channel using the PBR metal rough with alpha test shader but it's not showing textures in material display mode ( although it does in diffuse). I followed a video tutorial and his PBR metal rough with alpha test shader displayed his textures fine. My mesh has UDIM's so not sure if that has anything to do with it. I did switch the shader back to pbr metal rough and the textures showed again. Any help is appreciated, Thanks. Ps...probably something really simple.
when first bought substance painter it allowed me to click on the template but now i cant even click on it i tried adding a tf2 shader but i did something wrong and now all the materials, smart materials, and everything else is gone how do i get it back or fix it?
I'm experiencing an issue when exporting 4K project textures to 2K images. When I do this, I get a lot of strange random noise in my normal map (and likely in other maps as well, but not verified). If I change my project to 2K, then export 2K images, the result is really blurry/soft, but does not result in same noise issue. See the following normal maps. One was exported from a 2K project as 2K textures. The other was exported from a 4K project as 2K textures. Is there any way to improve the quality of the export resizing? Doesn't this app benefit from Adobe resizing tech now? If I load the 4K textures into Photoshop and resize, they look even better than the 2K project exports. Almost as good as the original 4K images.
Im trying to export a render with a transparent background. Can anyone tell me how?
Hi, I am trying to list all export preset from substance painter. I tried to list all ressources and go through it, but every ressources except for export preset seems to be listed. How can I access those ? Thanks F.
i have a problem with adobe substance painter. The bug that occured is plugin issue. I attached photo with details about my problem.
Hi, Since Substance Painter add-on is available for Blender, we have noticed it bugs on loading textures from the correct textures' path.Blend.file with SBSAR textures already configured in it tend to be lost.At the beginning of your work with a blend.file, everything is fine, but the more you work in your project, the more the add-on tends to "forgot" or tend to get "confused" with the PATHS and the RELATIVE PATHS.Like if the add-on's loading process loses the project relative path of the blend.file and then loads systematically from the SBSAR Library Textures path....It is an absolute nightmare to lose the materials you've configured.As a non-coding user, I read in the community there might be a coding issue in the add-on since latest Blender updates have some API changes...I deplore not being able to indicate manually in the add-on preferences my specific project path and folder yet.Is there any alternative ?Thank you.Pino.
Hi, I'm following the Youtube tutorials and trying to bake the high poly on the low poly one but this has happened. I was supposed to pick its color to make the low poly transparent but my material looks stretched so.. other maps have the same issues but opacity.please help!
If I have UV maps like the one shown in the image (in the zoomed-in image you can see the very small/tiny UV islands circled red which will occur when using Auto UV solutions), is this really bad when doing a normal map bake substance painter? What problems does this cause for the bakers or is it OK to have these tiny islands? Any help in this area will be much appreciated!
Hello,what would be the best way to save settings from a custom python plugin ? In javascript I can see the alg.settings... ,but I don't see this being exposed to the python api as substance_painter.settings. I'd like to save some of my plugin settings without having to save them by myself. Thx F
Hi guys, hope you are having a great day. I have textured an old mobile phone model, it has a screen made of a glass material with the opacity channel set. This works using the PBR metal/rough with alpha blending shader. But now im trying to add subsurface scattering to the rubber buttons (on a different texture set) and this shader doesn't allow me to add an SSS channel. I changed the shader to PBR Metal / rough and can now select a SSS channel. I made a SSS material and it is working well. However my glass material for the screen has lost its opacity after changing shader. When i revert back to PBR metal / rough with alpha blending, the SSS doesn't show. Is it possible to have both opacity and SSS channels. Is there another Shader that I should be using for this or another setting that I have missed. Any help would be greatly appreciated, thank you.
Hi, Substance crashes when exporting in 4k. I found the issue, which was that there were many passthrough layers I made with clone tool for erasing seams. I'm wondering if I can export the maps without the passthrough layers first and import the tiff maps back into substance, and re-export with the cloned layers. This will be like baking all the layers into one map and the cloned layer will just need to sample one layer, which should be easier to compute.Will there be any quality loss with this method, since Tiff is technically non-compressed?
While working on 70 udim mesh with Subs, the area mask of all the layers I was working on became black. At the same time, a mask was also found where the area that was not selected as a white area was selected as white. This error was caused by working the area mask as a paint mask Is it because? No changes were made to the object. The above error occurred after turning 70udim to 512 size to see all and viewing all parts in the viewport.
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