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I´m having a very odd problem. When I export a color map from Substance, i still get nasty stepping and artifacts even if i export it in 16 or 32 bits. The maps are exported in 16 or 32 bits but the gradients are still stepped. Anything that´ll fix that problem?
Hello, Let me start off by saying I am by no means a 3D expert. Hell, I've only been working with Blender for about 1.5 years, and the first time I used Substance Painter is less than a month ago. That being said I've run into a problem with literally every model I've tried to texture so far ( 5 in total ) and I'm desperate for a solution. I've tried asking others, like the lead artist at my internship company, but even he was at a loss. My problem is as follows; my curvature map never seems to be baking right. Some edges get highlighted, while others don't even get noticed. I've tried tweaking the settings a bit but nothing. I also can't find anything wrong with my UV unwraps or the meshes themselves. I've included screenshots of multiple assets for visual reference. If anyone has any idea what could be wrong, please do reach out. Thank you in advance.
Hello Folks, Attached is a screenshot of a model I am working on and my question is... Is there a way to combine the effects of 2 smart masks ? I would like to add some dirt at the web / flange area of the beams [ which could be classed as a Cavity in Painter.] I have got the effect I want by using Smart mask Dirt in Cavity but it lessens my Scratches mask, I have tried reducing the opacity of the cavity mask in order to also show the scratches, problem is I have to reduce it so much that it becomes too subtle. So is there a method to mix the full effect of both masks ? [ without lessening one mask ] You will see from the Yebis screenshot what I am trying to get across [ the Cavity rust mask is reduced to 33 % and is very weak ! ]
Hi. I exported an object from Blender, in the same way, I always exported, with UDIM, from 1001 to 1010, but Painter shows only from 1001 to 1004, and it redistributed the UVs... Anybody knows why?
Hello there, I'm facing an issue with the triplaner option in substance painter. I have attached two images that has UV projected and Tri-Planer option used and the issue is when I use UV projected the seam are visible due to the UVs of my model that I unwrapped in 3Ds Max then I enable Tri-Planer option to apply 3D projection in order to hide those seams but for some reasons the texture turn into pixels or strecthed liked Planner projection rather 3D or Box projection and I have set the TextureSet quality to 4K and as well as the textures tilling to max but still got those pixels.|Does anyone know how to fix this issue or if there is anything to considor?I have not seen such a weird issue in many years since I'm using Substance Painter some how.Thanks in advance.
hiwhen I bake mesh in substance, it's a black spot on the mesh, I tried to triangulate in Maya but nothing happen,also change every template in substance, and increase the padding on UV and the issue remain the same. my UV is clean. can anybody help me?sorry for my English.thanks
Hi, I'm trying to import a couple of Photoshop brushes into Substance Painter but most of them won't load.Painter says "An error occurred while opening this resource. It can't be opened."I tried packing them all into one .abr and also into single .abr files for each brush. No luck. I can't really seem to figure out what the difference is between the brushes that work and the ones that don't. There's nothing special about the brushes really...basic round alphas, opacity is enabled, some shape dynamics (size)...and that's basically it. I'm aware that SP doesn't support all PS brush features but even so it should normally load them without those features working, right?
I have the adobe substance subscription with 100 free assets per month.I am wondering this: if I have 20 assets left at the end of the month, will these be added to the next month so I have 120 assets? Or wil these be filled up to 100 again?
Hey,i just logged in to to my new adobe account since the old substance account seems to be gone.However what i found out is that all my points and downlaoded materials are gone, after a bit of research i found this site...https://substance3d.adobe.com/documentation/scdoc/points-and-assets-transfer The Problem here is, i never saw a mail and didn't knew that something was changing, i also didn't knewthat i had to transfer accounts. My question would be now, is there still a chance to restore "transfer" my old materials and points ? To be honest this whole "transfer" move feels kinda scummy and super customer unfriendly, it literally prays on thoose who just forgot to transfer they're accounts or for cusomers like me that haven't logged in since a while.
I have tried everything from the startup problems page on the support page and it still crashes. I've also browsed most of the messages on this forum and no help. I've tried both Substance Painter 2 (legacy) Windows version 2.6.2andSubstance Painter - Indie License Windows version 2019.2.3 I have attached several of the logs I could get from the AppData driectory and my DxDiag.I have crash dups if there is a way to get them to you.
Hi,I don't understand this behavior of Substance Painter.Image. 1 - architecture textured in Painter. Imported as fbx, about 10 objects, and 20 UDIMImage 2 - I am moving the objects, the tower on the right and the wall front. Reimport as fbx and the result is comletely badImage 3 - Test. I have imported only a few objects, and the texures on these objects are wrong. In all cases the UV does not change.Someone can explain this behavior of PAinter. Does it mean that after starting texturing I cannot change the mesh. Move, add element etc. Changes are part of the job.
Hi Everyone, I ran into an issue with Substance Painter.I am projecting a texture on my character model with Tri-planar however it still somehow reads the UV seams of my model and that results in, well... seams. Please see attached image.Is there a way to get get Tri-Planar to work as intended?*For instance, when using Tri-Planar in Redshift, it will ignore the original model's UVs and I wouldn't have this issue. Example Attached.Thank you!
In my current project some of the particle brushes are not working, like Leaks, Liquid Stream, Splat. Brushes like Laser Impact or Rain work fine.When I open the same geometry in a new project all brushes function as they should.I have tried to reload the geometry, baked all the mesh-maps again and even deleted all layers, but the problem persists. So now I am at the end of my wisdom - has anyone an idea how to solve this?many thanks! SP 8.2.0 (same Problem in Version 6.2.2)MacOS 12.6, M1 Max
I am trying to export textures to use in USD (Apple reality converter).I select the built in "USD PBR Metal Roughness" preset:In the documentation it states that this is supposed to:Five texture files are created and saved (base color, metallic, normal, occlusion and roughness)This would be perfect!However, in the "List of exports" tab I only get 2 or in some texture sets, 1 file:And sadly, when I export textures, this is exactly what I get. Any tips for getting all 5 textures (and the usdz) from SB would be awesome? Notes:- I'm not using UDIMs- I haven't overridden any settings in individual texture sets- Substance Painter 8.2.0 on win10
Hello, i switched from old computer to new computer. I cannot use my previous student license on my new computer. I am getting an error like this. How can i solve it?
I just purchased Substance 3D Painter 2022 on Steam and I have a few questions. I am confused about the expiration date of the free updates. Will I no longer be able to receive free updates at the end of 2022? Or after one year from the date of purchase?After free updates expire, will I still be able to run / use the software without limitation?What is the cost of updates after the free updates expire? Thank you!
Is it possible to use environment variables in a JS (QML) file? I have a path setup to point to a Python script and all is working. But, the head of the path is actually an environment vasriable available to a network shared area. How would I go about pointing to the env var? Current:var mapExport_script_path = "Z:\\main\\Tools\\Python\\ArtTools\\substance\\python\\mapExport.py" Desired:var mapExport_script_path = "%SHARED_REPO_PATH%\\substance\\python\\mapExport.py"
I found something which I think shouldn't happen.I try to create a color for the character underwear different from their skin (the style of the textures is flat colors), so I split those UV islands from the rest of the body, but for my surprise I found that despite of that still happen bleeding between them, I tried using masks, with polygon fill, and painting with brushes with the Alignment properties set in UV and immediately after paint, or click the bleeding returns.As you can see in the images even when I export the texture with dilation it seems bringing the colors from the other UV island. Is there a property or setting that I need to switch to avoid this? *I don't want to create different meshes for each color division, to avoid additional edges and vertex with their respective normal, mesh-smoothing misalignment and also avoid the hurdling with the skin weights.Thank you
When I create an anchor point for a layer where I cut into the mesh it treats the displacment as an extrusion when it isnt. So for the metal edge wear, the deepest part of the cavity is affected by the mask and not what would be the exposed edges, and for the dirt generator, its applying dirt to the outside of the recessed area and not the actual recessed area. It's treating it as extruded height instead of a recessed height. I've tried raising the height to see if the effects are reversed, and nothing changes. Its not flipping the height its just treating everything as raised.
Hello, I'm new to substance painter, so I'm not sure if this can be done. Basically, I have an outfit for my character inside of substance painter and I want to export the whole thing (mesh and textures) into unreal engine. To give some context, I have designed this outfit in Marvelous Designer, but when I import the outfit into unreal engine, the textures look very low resolution and plasticy. I can drop a substance material asset onto the outfit, and it looks great, but it applies the same material to the whole outfit and I want seperate cloth materials for each garment. There is probably some way to import the outfit into unreal engine as seperate meshes for each garment, but I have posted for help in the Unreal and Marvelous Designer forms and haven't found the solution yet. However, I can import the outfit into substance painter and assign seperate materials to each garment. My only problem now is, I can't find any explanation on how to g
Hello, first time posting here but I need help with baking Normal Maps from high to low poly in painter, I keep getting these weird triangulation lines in painter and also when I preview in blender, but here's the thing I've tried almost every triangulation fix I could find on the internet, triangulate before exporting from blender done that same result, untick/tick average normals done that same result, tweak the Max and Min Frontal distance done that same result, tick/untick compute tangent space per fragment in product configuration done that also the same result, and the normal map is actually working the details are being transferred(mostly bevel info in my case) it's just these weird lines that arethe problems, ran out of options and I need help, thanks. These are the Images.Thanks.white is substance painter and black is blender.
hello everyoneI want to render an object for my portfolioI see a lot of people changing the viewport to normal / height / AO to generate pictures like this (soldier on the right)the problem now is that I dont understand how im able to render the viewportI know that I can swap my viewport channel to AO / normal ... but whenever I try to render it it always renders the material not the mapany ideas?
Hi there, I am trying to bake my high poly model details into my low poly model but I am facing a problem where its not properly baking my details into my low poly model as you can see near the wheels. Can someone help meout here
Howdy all!!I was recently granted access to Substance 3D Painter on my workstation at my job. However, when I start up the program it closes immediately after the first splash screen. It closes without an error or message at all. I am scratching my head trying to figure out the issue to no avail. Any help will be much appreciated.
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