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Has anyone been able to use the car paint metalllic successfully in Painter? I've downloaded the .sbsar from adobe source but in Painter, the material just looks like a any material with metallic enabled. I'm using the Pbr-rough-metallic shader . thanks
hi friends! i've imported a tight, good quality FBX from clo3d into substance(and all the mesh fit together tightly here in clo). also output high quality UVs. in substance, i'm using a knit fabric from the asset library. any idea how i can stop these gaps from appearing between the seams? (i've seen this youtube video already but it didnt work for me: https://www.youtube.com/watch?v=axguS69rFT0&ab_channel=WesMcDermott ) any help apprecaited, still quite new to painter. thanks!
I've recently updated to Substance 2022 (Designer and Painter). I've found that several of my Designer projects don't open, because it can't find some "alphas" I was using, that were part of the Substance Painter shelf. One example is: "square_rectangle.sbsar". I've tried searching for this, and although I still see this alpha within Substance Painter, I can't find the SBSAR file on disk to point Substance Designer at. Could someone tell me where these files ended up? These aren't my own custom alpha. They're built-in to Substance Painter, but I've having trouble finding them on disk. Thanks.
peut on utiliser un soft comme lightroom ou un plugin pour afficher les previews des fichiers*.sbsar et *.sbs car importer une bibliothèque dans painter consome toutes mes ressources (ram, proco) et ralentie considérablement mon travail?
HeyWhy do I get this artifact when baking AOThanks!
Hi, I have perpetual licences for Substance Painter and Designer 2020. Where can I download installers for these versions?Thanks in andvance.
Hello guys, hope everyone is doing Great!I have a question about GPU preference for Substance painter,Which will be good option for better performance? > RTX 4090 or > two RTX 3090 with NVLink Bridge? Thanks!
Hello good people, I am trying to make a SP python plugin which exports not only textures, but also parameters in a filter of the first layer. According to the python API document, I can access the UV tiling values or name of the layer, but it seems that the API doesn't have a method to access a parameter value of a filter. Is there a way to export those kinds of parameter values in a text file? I hope to get an answer.Best regards, Gregory Dongseok Kim
These lighting settings are messing my texture up in game, how do I make it so Substance doesn't make random parts of the model appear different? Here you can see it's made the top of the gun lighter.
Hi,I have a lot of substance materials. Fee ones, bouight ones. How do I preview these materials. If I add them to my Substance Painter library, it loads all of them . That is not what I need. It slows down SP.So how do you manage all your materials and preview them so you can find the right material easy? Thanks,Bart
Hello,I have a student account with Allegorithmic, but I think my student license has expired. I'm still a student at CGMA (CG Master Academy) and need to use the Substance Painter student version for my homework. Is there a way to get an extension or a new student license? Would you please tell me what the steps are to have my license renewed? Should I provide my proof of enrollment? Please let me know. I would truly appreciate it.PS, I also have an Adobe student account and I noticed you have Subtance 3D Painter...is this the same Subtance Painter from Allegorithmic? I tried to download it as I download Photoshop or Illustrator from my Adobe account, but it only gives me the option of trial or buying/ not downloading? isn't it included with the adobe student account? Let me know please.Jorge
I made assets in Blender, export them as FBX and import them into Substance Painter,However importing them into Substance Painter alters the UV maps and adds lines between vertices that aren't present in the Blender version.
Hello, Im currently working on baking my character model, doing the same workflow ive done dozens of times. This time I just cant figure out what the issue is. My bake loads properly in Marmoset and previews just fine, its just very laggy and Im more comfortable with Substance painter currently. When I go to bake my high to low, Im instantly given bake failed for all texture sets. Im given these errors: I have run through all possible issues I can think of dozens of times. My uv's are all in 0-1 space with no overlapping, I have 5 different texture sets which are all applied properly. _High/_Low suffixes are all applied properly. Low Poly is 70k tri's, High poly is 70 million. There is no Ngons. High Poly is exported from Zbrush as an FBX with GRP turned off. Again, The bake works in Marmoset, so I dont understand why it instantly fails here in Painter.
Hello, I am new to using the Substance Painter application and encountered a problem while using it. When baking the Low Poly Mesh, strange issues appeared in the maps. How can I fix this?
I have a horrible bug. One of the hundreds of layers has only height information. (No masks) After restarting, it has some dots (1-pixel size). Some gradients are looking like 8-bit images. This only happens after I close Substance and restart it. I tried everything please help.
When the painter exports the UDIM model into Maya, the UV will be superimposed to 1001, and the UDIM model cannot be exported correctly
I am using ZBrush and PolyPaint (Vertex Color Information) for furthre use as a Masking ID when baking within Substance Painter. Screenshot below shows clean Polypaint (Vertex Color) When baking inside Substance Painter, I am getting everywhere "Color Bleeding". For example, the rope should be only blue, but green color from the sack is bleeding into it. What am I missing here, what am I doing wrong and how to fix that issue?Thanks for any thoughts, ideas and help,appreciate it!
Hola a todos,hace 2 meses instalé la versión de estudiante de Substance Painter, por mantenimiento desinstalé la aplicación, pero ya no me permite ingresa el código de canje de nuevo. No sé cómo volver a ingresarlo sin que salga que ya ha sido canjeado.
Hi, guys i have an unussual problem. Project that im currently working on requires me to create textures for models using only base color which is really hard considering amount of detail that mesh maps can offer. That means end product from substance can only be one texture .png that will do all the work. Is there any way in substance (or maybe another program using mesh maps from substance) to render my uv preview in material setting to one png file. Substance already shows me how uv presents in given setting but i want to additionally export/render that preview to png file.
Hello, i'm using Substance Painter 3D to draw a pattern onto a 3D model.So far i've been drawing my shape outlines and filling the shape in manually, this is very time consuming and inefficient.It seems there is no simple way to fill these shapes I have drawn. Is there a bucket tool option? Or some way to auto fill the shapes once I have closed them off? Hope to hear from other users, thanks.
I've run into an issue where the alpha for the normals is being ignored.I've tried to force the normal to publish with the alpha channel as seen in the image below. The out put does have alpha. And the settings are for RGBA. However as you can see when the SBSAR is brought into Painter the normal is not utilizing the alpha. I've alpha made an output with Opacity, Mask, Translucency but it doesn't seem to help. I'm bassically bringing in the SBSAR using Add Layer (not add fill layer) and changing the Normal blend to Replace. I place to decal, change Normal back to Normal blend and will get the full square of the decal not the shape.Is there a better way to do this? It seems odd having to change back and forth from Normal/Replace/Normal in order to get somethine close to what I need. I wish there was an option in the SBSAR to force Replace or perhaps have a toggle for it so the user could turn this on for the brush instead of the layer. It also seem bad that an empty layer
like in photoshop. it's sometimes necessary to keep layers in sync and I miss this simple way from Photoshop a lot
I keep getting this error when trying to export textures from substance.Not exactly sure what its telling me [MapExporter] Could not save //uapfs2/Profiles$/lvongmany/My Documents/Adobe/Adobe Substance 3D Painter/export/ligaments_diffuse_0_Height.jpg map: No archive found to open a device on file://uapfs2/Profiles$/lvongmany/My Documents/Adobe/Adobe Substance 3D Painter/export/ligaments_diffuse_0_Height.jpg
Hello! I know this is probably just a little simple option I need to change, but I'm having a problem where my fill layer with black mask is "leaking/bleeding" to another UV shell. I was doing some tests regarding t-shirt texturizations and then this happened:How can I change this so the fill layer will be only, 100%, applied to the shells with white color in the mask?
I have a steam version of Painter, it works fine if I open existing projects. But when I'm trying to create a new file, I press "select" to select a file, painter just crashes with no log info. I found in windows logs that Qt5Core.dll module causes this crash. Tried reinstall painter and C++ Redist. Nothing helped
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