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Good morning I´m trying to find a good solution to work with Substance Painter with ACES-ACEScg and P3D60. I´ve done quite a few tests and this combination is the one I like the most at the moment. I´ve made comparisons between Substance Painter and Maya, using the same HDRI. Any suggestion or correction? Thank you very much. The Maya render has some good samples, while what I have from Substance Painter is just a pre-Lookdev, so I think it's normal that there are some differences. I don't know if I'm wrong or not. I export the renders in EXR at 32 bits. By the way I´ve improved the quality of the shader and everything works much better with metalness and specular.
Hi folks, got a question. I see UDIM textures that combine to form one shader network in Maya. How is this done in Painter, exactly? Can it be done? So far, my research on this says that the only hope is a script that's supposed to combine them for you into one set. But, this has yet to work for me. Multiple texture sets ultimately create multiple shader networks. Is there not a way to generate textures that combine the various sets so that you don't need 7 shader networks for one model? Thanks!
Hi, I want to make translucent lamp shade effect in substance painter as seen in the following reference photo.I made my bulb model inside of the abajour lamp emissive but its light is invisible outside of the model.I tried to add subsurface scattering material to the abajour's inside and outside fabric material but it became not successfull.I just want to make my light bulb's light is fairly visible from the outside view.Thanks.
It's been a while since I've used Painter but I noticed this button was missing. It made it super easy and fast to make new posts on ArtStation.
Hey everyone! Bit of an interesting problem here. It's not just a Substance Painter problem, but occurs with other texture baking tools as well (Blender, for example). I'm just looking for some ideas/theories from you guys on what might be happening here, and what the the best way to adjust for it might be. In the following screenshots, you can see that where the AO/shadowing bake should be getting darker toward a more enclosed/narrow space along the wall, it's actually getting brighter. I imagine this is probably a native/algorithmic issue with the type of raycast being sent to caluclate light bounce information. This seems to be most visible when baking from deeper/more extruded sections, and not as much on the narrower meshes of the same thickness, as shown below. I don't normally build meshes with gaps like this, but it happened with one of our artists recently while she was modeling a bus stop with narrow gaps between its back wall panels, and along the back
Hi, I would like to ask, I have a problem that I could not find a solution to on my own. In SP, the entire viewport overlaps specular for me, and I went through folders without shifting layers, all the same. Nevertheless, there is no such problem in marmoset, everything is displayed correctly there, but it still does not look properly, that is, specular is not so light, but it still overlaps other layers, such as, for example, wear on the edges, and I also have a problem with SRGB space in marmoset, in SP I have settings srgb but marmoset doesn't want to perceive them and I also didn't understand for a long time what was going on, since the textures in marmoset were very dark and half of it was just not visible because of this, but as soon as I turned off srgb everything fell into place, I'm new enough in SP and marmo, So I'm asking for your help. Thank you.
I can't save my project anymore, and I don't know why.
I have legacy assets that were painted in legacy linear (Linear - sRGB Chrominance (ITU-R BT.709) in Painter that I would like to migrate to ACEScg. This is my proposed new project setttings for migrating the legacy assets: Color management - OpenColorIOOpenColorIO configuration - SubstanceWorking color space - LinearStandard sRGB color space - ACES - ACEScg Outputing - 8 bit images sRGB Does this look like the right path?
We have multiple users in our studio who are reporting issues with Substance Painter crashing and forcing their computers into a reboot whenever they attempt to export 4k maps.From what I can tell the issue seems to be isolated to workstations with Intel Xeon E5-2650 v3 @2.3Ghz CPU's. If we have the user try the same task on an AMD Ryzen Threadripper Pro 3975WX 32 Cores, Substance does not crash and the workstation does not reboot.Specs of machine that exports crash on:Intel Xeon E5-2650 v3 @2.3GhzOS: CentOS 7.8RAM: 128GB DDR3GPU: RTX 2080 SUPERGPU DRIVER: 465.19Machine where are exports are not crashing:AMD Ryzen Threadripper Pro 3975WX 32 CoresOS: CentOS 7.8RAM: 128GB DDR4GPU: RTX 2080 SUPERGPU DRIVER: 465.19At first we thought it was related to the GPU configurations so we swapped out the RTX 2080 and tried it with a RTX 2080 SUPER. It was more stable for a time but as the artists scene grew the crashing on export returned. We then tried it with an RTX 3090 and again the expor
I'm trying to make a scar texture for the Unity game engine, which is supposed to appear when and where the character is damaged. I've been able to paint the scar as I want, but since most of my work so far has been with static textures I'm having trouble determining the animation and its presets for the game engine. How do I do this?
Hello I purchased the all adobe software subscription for a year this is the student version, I thought substance painter comes with it or am I wrong it still comes up saying I need to buy it if anyone has tips that would be appreciated
Hi, I have a quick question. Does anybody know how to add mask to Levels?I just want to brighten a specific area of a layer, not the whole. Thank you!
Hi allAfter upgrading to Adobe Painter I have an issue with the Baked Lighting Environment filter. The baked lighting suddenly seems way darker than before. Does anybody have an idea of what is going on. Could it be some setting outside the filter that may have been reset or maybe a bug?I have attached a picture from my old Allegorithmic Painter and one From adobe Painter to illustrate the difference
I am not sure what is going on but I am on a Mac (OSX 12.4) using Substance Painter. I created ID maps on my high res model with lamberts and everything looks fine in Maya 2023 (see attachment 1). Then when I bake my textures in Substance the ID mpa gets screwed up and puts bits of colors where they do not belong (see attachment 2). I have searched and searched and cannot find an answer. Please help. Also, everything is UV mapped and arranged nicely.
There will be a 2023 steam perpetual license? or 2022 is my last chance to get a perpetual license?
I seem to be having an error where some of default assets in my substance 3d painter library only show up as pink and I have no idea why, and model I import shows up as pink by default and if I apply a nonpink texture to it, it becomes black, which is kind of making substance painter unusable for me. A friend suggested it might be a drivers problem but I since updated my drivers and am still expeirencing the problem. If anyone could help that would be great thanks,Patrick
Hi, I am a College art student enrolled in a Blender course. It would be really useful for me to have substance painter in the student plan. Substance is really good at materials and it goes into Blender smoothly, so I feel, as a creative it would help me grow. If anyone can help direct me to someone I could talk to this about that would be great!
Hi, I am working on a tool in python that imports an Export Preset and then uses it to export the maps based on that. An issue I am facing at the moment is that when I import the "ExportPresetExample.spexp" existing preset from a specified path into the shelf, that preset gets imported everytime Painter opens.Whenever it loads the plugin, it adds another duplicate of it inside the assets folder ending up with multiple versions of the same preset.Below is the part of the code that is causing this. my_shelf=substance_painter.resource.Shelf("your_assets") Export_Preset=my_shelf.import_resource("C:/Users/darius/Desktop/PaintExportTest/ExportPresetExample.spexp", substance_painter.resource.Usage.EXPORT) Inside the python documentation under the Shelves tab, for import_source there is a flag called uuid. uuid (str, opional) – An optional uuid. If a resource already exists with the same uuid, it will be replaced. I have tried using this flag but I cannot s
HI to all.I have doubt which graphic card to choose for better performance working in Substance painter.I am curently thinking beatween GIGABYTE NVidia GeForce RTX 3060 Ti 8GB 256bit andGIGABYTE NVidia GeForce RTX 3060 GAMING OC 12GB 192bit I know that Substance painter recommended more VRAM but one that have 12 Gb VRAM has less bits.Are bit important? .Thank you.Milos
Trying to find where I can sign in and use my substance account I have a teacher license but I can't find any way of looking in or anything it wasn't me to buy it again but I don't need to buy it I need to get my work done
Please returne the price for Turkey region, i wanted to buy your program but waited for autumn sale. I was in shock when i opened steam and found out that you increased the price by 6 times!(From 217 to 1280) Its not ok to raise the prices without an anouncemant. Buisness is not always a pursuit of mony, it is also respect to the clients.
Hello, so i want to recreate this red part like in the picture by PBR Texture, can anyone suggest what texture combination should i use, i already tried cell 4 + Blur slope but can't get the circular brush like in the picture
i have 2 layers set to 71 opacity and if the top layer crosses the one below it leaves dark areas. im wondering if theres any way to solve this other than erasing over it
Hi. Im using Intuos4 and pen working corretly in mouse mode for all apllications.But only in SubstancePainter my pen losing sensitivity and stop working in mouse mode.How i can fix that?
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