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It is a bit hard to explain but here goes, A table asset has 2 uv sets, one will be using a tilable texture, and the 2nd will use a unique 0-1 layout for overlay for variation. Is there a way to use a tilable texture on 1st uv set and texture on the 2nd unique map on overlay mode?
I have this problem whenever I export my textures I can't see my entire output map names, which is getting very annoying since I usually only need the base color and height. I see the names fine on the List of Exports, but then I'd have to go back and forth to see whether I've unchecked the right boxes. I couldn't find anyone else haviong this problem, and I would really appreciate getting some help with this issue.
I have been recently trying to bake a height map in substance painter but have been getting unexpected results. It appears to be capturing the sculpted details but also adds additional details that appear to match the wireframe of the lowpoly.
It keeps crashing when uploading an fbx, It just closes 😕😕 any fixes?
I have already baked mesh maps, such as normal, AO, etc. and imported them to the shelf.I hooked the imported maps into the fitting spot in the Texture Set Settings.However, my maps all show up with a big number (1) printed on top of them in the shelf and the maps are not showing up in the 3D, nor 2D view.There is an error message: Failed to decode bitmap.My file format is png. What can be wrong with it?
I'm new to Substance Painter and can't figure out why I'm unable to use the brush/fill tool. It doesn't work in either the 2D view or the 3D view though the material, when applied to everything, does work.
Baking in SubstancePainter causes strange shadows.I do not see any strange shadows in Maya.Unlocking the normals and increasing the polygon count did not fix it.Increasing the polygon count only made the strange shadows more detailed.The low polygon and high polygon models are the same.Please let me know how to solve this problem.I am using a translator, so my English may be strange, but thank you for reading.
Probably an obvious way to fix this but I couldn't figure it out but I have a layer of wood which has wood grain normal maps how can I erase them so that the place that I have a rivet doesn't have wood grain going through it?
So my issue is that I never use Save after the first time, I always use Save AS. Why? Because there isn't a native Incremental Save. So I never save over a previous save file, I always create another because I've had too many instances of programs crashing while saving. So yes this is minor but moving Save As to a sub menu has done nothing except make it take longer to save and require more mouse clicks. The dropdown menu doesn't feel less cluttered. Save and Save As are a pairing you'll see in nearly all software.
Hello, I'm getting banding while using the position generator, as if it's tiling. See image below.
Hi I would like to find out if my credits obtained are lost if I stop my subscription to painter ? Thanks
Hello, i'm exporting character from blender as fbx, then importing it in Substance, after this choose Edit -> Bake Mesh and then get some of meshes.But i need combined id(color) map mesh instead of separate id(color) map meshes for each material.How combined id(color) map mesh can be made?
I ran into a problem where certain shaders were not working.When I applied the shader, it turned pink and caused an error.The shader is EvolutionPBR_2018_5_0.glsl obtained the following sitehttps://www.warframe.com/steamworkshop/help/index.php?page=substance-painter-shaderIs there any solution other than lowering the substancepainter Version?substancepainter ver8.2.0windows10
Hi! So, I am aware of all the settings being greyed out if an OCIO environment variable is found. However Painter is saying the .ocio file cannot be found. I confirmed its existence and it is working in Houdini, Unreal Engine, Nuke and After Effects. Why isn't Painter recognizing it? Im on Windows 10 using Painter version Substance 3D Painter, version 8.2.0Build 1987 - 772e8c568b0b05753504c17acf6c5f950b1c5093Thanks!
Hey there, I am making a Sci-Fi gun model that I want to showcase in Unreal Engine 5. I have decided to create the textures in Substance Painter and am having issues getting it to be consistent between the two.Posted below are examples of the shading differences between the applications. UE5 seems much more reflective then Substance at the same roughness level. I am using the UE4 packed template in Substance.Is there a way I could get Substance to have shading more like UE5 that way I could work on the textures knowing they will look accurate in UE5?I don’t have much experience working between UE5 and Substance so perhaps I missed something.Any feedback would be greatly appreciated!I also posted this on the Unreal Forums I'll update this if I find a solutionThanks a bunch!-Elliot Substance Painter UE5Substance painter UE5
Hi.So I am trying to texture a character, but I am finding it very difficult because the colors, contrast and hue is so different between viewport, Iray and blender cycles. I am kinda new to texturing and I am wondering if there is somthing I can do to align the 3 a little better.I am using the same HDR in all 3Thx Jimmi
We would like to automate our texture exports from Painter via Python.This works well via substance_painter.export.export_project_textures(settings).The `settings` look something like this:{ exportPath: "C:/test/", exportShaderParams: false, defaultExportPreset: "My_Preset", exportPresets: [{ name: "My_Preset", maps: [{ fileName: "/v001/asset_test/asset_test_v001_color(.$udim)", channels: [ { destChannel: "R", srcChannel: "R", srcMapType: "documentMap", srcMapName: "baseColor"}, { destChannel: "G", srcChannel: "G", srcMapType: "documentMap", srcMapName: "baseColor"}, { destChannel: "B", srcChannel: "B", srcMapType: "documentMap", srcMapName: "baseColor"} ]}, { fileName: "/v001/asset_test/asset_test_v001_metalness(.$udim)", channels: [{ destChannel: "L", srcChannel: "L", srcMapType: "documentMap", srcMapName: "metallic" }] }, { fileName: "/v00
Hi there, I've been desperately trying to find some info, but both resellers and Adobe cannot tell me how to license Substance under the new Adobe regime. - We license Adobe CC under FRL- We're on a network which has no internet access- We use the current licensing of Substance, which involves downloading a license file and pointing our Substance installs to the file. This works great, but I'm concerned Adobe may have screwed things up. My question is:We haven't migrated to the new Downloads area under Adobe, we still use the Allegorithmic one. If we migrate to the new Adobe one, have they screwed with the licensing scheme that Substance used before? Will the Adobe login enable me to download the license file, and run on an offline network?? That's all i need to know. I don't want FRL for Substance, i just want to know if we renew our Substance licenses, if we can use them offline exactly as we did when Allegorithmic owned the tools. Thanks for any and all
Hi, I have substance painter 2018.2.3 indie version. I was getting log in error and when I reinstall the version, it keep showing me the following window. Does any know how to fix this. I tried removing left over data after uninstalling it.
Hello everyone, i need to clone a part of my fill layer but i cannot do that, it's not available any tool (paint, proyection, etc) how can i clone that? or maybe make it editable layer, idon't know. I'm using substance 3D painter 7.4 thanks for your help and greeting from Machu Picchu - Peru.
Does the new Sbsar export from Painter Support udims ? Thanks Erick
I'm trying to get a full precision 32bit float exr out of substance painter. Whenever I write a 32bit float exr, it normalizes data in the 0-1 space. Worse it appears to truncate data below the .5 midvalue to black. My height channel is setup to process in L32F, and I'm working with imported 32bit heightmaps. I can get decent 16 bit TIFF files out but there's some stairstepping on the displacement due to lack of data. So I believe the internal L32F processing to be working correctly and that the issue is occuring on output. It appears that there was a bug report acknowledged by a developer a while ago https://forum.substance3d.com/index.php?topic=36799.0 but it doesn't appear to have been addressed. In the attached image you can see what I'm describing. Please please please fix this bug!
Hello! I'm not sure if I'm missing something but it's been years since the layer editing API was discussed and I still don't see it anywhere in the API docs. Since it's quite shocking that this basic functionality is not available, I'm wondering if it's there and I'm just not aware of it? Thanks
Sorry for the lengthy post but I'm trying to be descriptive and it's a bit difficult to describe the workflow on this tricky subject matter. In the latest version of Substance Painter I know there's the ability to color manage the viewport using an OCIO config. But I'm finding it confusing to be able to use an ACES workflow from SP to UE4. Ideally, I want to be able to work in SP with ACES workflow and ACES-sRGB output transform enabled then have that look exactly the same in UE4.27.2 The way I've been able to get the closest look from SP to UE4, is to use an ACES workflow in SP but to disable the color management so I'm viewing the linear/ACEScg colorspace. I then do my surfacing without viewing the typical ACES-sRGB transform, or whatever output transform is applicable to you. It seems like Unreal is in linear color space and I have no way to manage a texture's color space, except for the standard sRGB or linear workflow. When attempting to view ACES-sRGB as my monitor
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