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hello,I meeting an issue that my project cannot be save. The same time I save a project, I'm getting a red error " The project is locked.". but, When I save to other founder succece, while it couldn't open in normal. That's would be open with nothing. When I open an old normal project ,the project can "only read,couse it been locked by another process". All the projects will creat an *.spp.lock file behind these days.[SP version 8.1.2]how can i solve those . THX :)
Hi, I'm sure it's something dumb I'm missing but I couldn't find a similar issue when searching past discussions. As shown in the screen shots- The displacement map baked from the hi-to-low poly on import is correct but when I export it for Blender (or using any other preset) it isn't exporting with the same detail.
Maybe its just me but when I export my mesh it looks like a DirectX normal but I have the project set to OpenGL. It looks right in substance but for whatever reason it wont export the same. What am I doing wrong?
Hi, there Currently, I'm using Substance 3D Painter 8.2 to do some export jobs. But I Found I couldn't use my previous code that worked perfectly before. I have already changed the 'shelf' to 'starter_assets' Mention: I have to use my own template to export the texture. "myTemplate" is my template. [Python] File "C:\Program Files/Adobe/Adobe Substance 3D Painter/resources/python/modules\substance_painter\export.py", line 194, in export_project_textures [Python] *_substance_painter.export.export_project_textures(json.dumps(json_config))) [Python] ValueError [Python] : [Python] For exportList item #0, the preset "resource://shelf/myTemplate" is undefined
I installed the new substance painter from creative cloud and there are no generators after adding the general on the black mask. There are also a lot of shelf items missing. I have tried redirecting the older shelf from the edit>settings tab but older files are no longer available on my drive. Does anyone know the solution to this issue?
Hi,Is there a way of viewing custom shelf items in folders? It becomes such a tiresome effort to search for particular items if you happen to have, say, 1000 Alphas in your custom shelf. If there's a way, my apologies for taking up your precious space here, Adobe but if not, I'm sure there would be at least another soul like me out there wishing for such a necessary item from Santa this year. Cheers.
The Substance Painter live link feature in UE4 was super important to my and many other people's workflows. I was surprised to see it's still not available in UE5. When I right-click on a static/skeletal mesh asset, there is no option to "send to substance painter" like there was in UE4. When can we expect live link to return? In a month? Before 2023? Please make it a priority to enable the live link feature ASAP in UE5!
Hello everyone,Is this Normal or is it a problem because it kinda looks wierdin my maps bake from highpoly to lowpoly (Straight lines ) doesn't look straight and if its a Problem can someone help me ?
I've created model of the guitar in Maya, grouped everything in outliner, created UV map, assigned one lambert to the first file "guitar_low" and other 6 lamberts to the file "guitar_high" than exported them to 2 fbx files, named as "guitar_low" and "guitar_high". Then I uploaded file "guitar_low", before baking I uploaded "guitar_high" to "High Definition meshes" and this is a result, something went wrong. Before exporting I've deleted all the history in maya and freezed meshes, I've tried to bake each file individually, but nothing has changed. Please help, I'm trying to fix it all the week... If you know how to solve this problem, please describe in as much detail as possible how to solve it. Thanks.
When I overlay some materials on the mesh, the lighting becomes crooked, as in the screenshot, but other materials are displayed normally. What is it for?
Hello,I am trying to make a script with Python or Javascript to create a fill layer and assign the materials.But I can't find anything to access the layers. Is that right that it does not work at the moment?And is it planned? Thanks a lot
Hi!I am trying to export RGB displacement from Painter.Even though I can set my height/displacement to be RGB in the texture set settings, once inside the export template settings, the channels in the input maps do ot offer RGB as an option for height and disp (only from height/disp, grey channel, or alpha channel). What is the best way to set this up? Thank you in advance!Stefania
Hey, Guys! I am trying to bake lighting in Substance painter via stylized baking. The problem is it gives such a banding effect on the object. The AO map has nothing to do with it.
I seem to be getting some mesh errors while attempting to import my models from Character Creator 4 into substance painter even though I am using what I believe to be the correct workflow:Below is the error log from Substance Painter:Does anyone use this workflow, and do you know if there might be a workaround?Thank you Joshua
I have tried rebaking with different setting to no avail, according to me the uv's are good, so yeah I am absolutely clueless here is a screenshot of the issue:These weird lines are also visible on the model.
Essentially I'm having trouble painting these lips. Wanted to add some shadow on the top lip, but painting through the viewport fails to get all the lip. Fine, I'll paint on UV view. The problem there is no matter what alignment I set the brush to, it's still jittery and draws on the lower lip with symmetry on. Probably a thing with mirror projection but idk how to fix that. Second idea is to update his mesh with his mouth open, but when I do that it reprojects the texture regardless of the import settings I use. Easiest solution is just painting on UV without symmetry, I know, but I'd also like to know if there's another way around itr, to get it to project the way I want to and/or not reproject the textures when I update the mesh. Thank you.
As suggested by Adobe I am adjusting my TDR so that it prevents unnecessary crashes. However, the step-by-step guide orients users to add DWORD (32bit) Value key if the TdrDdiDelay value does not exist. Here's a print of the guide. My issue is that my system is 64-bit (I have already checked), so am I supposed to create a QWORD (64bit) Value instaed? I usually would do this last option in a heartbeat but I'm being extremely cautious because I'm afraid of compromising the whole operating system. My system type:Adobe's caution sign: Could someone please help me? I'm rather desperate, I just want to finish my school projects. o_o;
Hi! I need some help, preferably very fast as deadlines are swift and unforgiving.My brushes only ever seem to display low quality, blurry pixels, no matter how big or small they are or what brush I'm using. I know it's not supposed to look like this, so how do I fix this?
Hello folks, Am in the process of speccing a machine to run Painter / Stager , 3ds max and Siemens Nx mcad software. Question is could I use the Nvidia RTX A 6000 with Painter / Stager ? because I can get one through a friends company at a good discount This machine will be purely for my own use in my hobby not used professionally. The other specs will probably be as follows Samsung 980PRO x 2 and either Intel i9 12000k or Intel i9 13000k, Corsair 1200w Platinium power supply, 128 Gb Kingston Fury DDR 5 Ram, Have not got to the motherboard yet. Hope to get a yes to the RTX A6000, but if not suitable will start looking at possibly 2 rtx 4090's.
Hi,I am trying to create a new shader instance. but it is grayed out. I reinstalled painter, updated my GPU driver (3070ti), and restarted my PC between each step.This worked a few months ago. but on the latest 8.2 version, I cannot change that. I have tried different projects, creating new projects, and opening Older working projects. with no luck. it was disabled on all of them.I could not see any issues in the console.I tried switching to other shaders in the Shader settings.I tried renaming the current instance to another.all with no luck.Anyone has an idea as to why? or is it a bug?Thank you.
Wanted to share a tool to automatically connect Substance 3D Painter textures to Maya Arnold shaders.Substance Painter to Maya Bridge Docs
Hello! Here is a new tutorial on creating environment meshes and materials. https://youtu.be/JMtw05Cj1gECheers, Wes
Hey there! I created a tri planar heightmap based normalmap and those are the results (pic attached)Is there any solution to avoid this kind of "seams"? Thank You for your answer in advance!
I was trying to create a shield. This is the top part. I " beveled " it. When I try to use it at Substance, it looks bad. How can I fix it? Thank you.
Ao map looks okaynormal map seems finecurvature generator creates dark spots (just a black color layer with a white maks and default curvature generator)visible seam from the curvature generatorlighter areas in the curvature map which correspond to the dark spots in the curvature generator.I hope the pictures above illustrate the problems I am running into with the curvature map/generator. For some reason I am getting these lighter areas in the curvature map which dont seem to correspond to the geometry and also the curvature generator is causing a very visible seam along the uv seam(The seam isnt apparent in the actual curvature map, it seems to be just from the curvature generator itself).Does anyone know what could be causing the spots and how to stop the uv seam from showing up in the curvature generator? I attached the low and high poly fbx.
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