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Hi guys,For context: I am working in ACEScg color space in SP and want to export ACEScg color maps, but I have to make sure the input maps have the correct color space (sRGB for color data). OCIO is set up in the Windows Environment Variables, and this is how the Color Management configuration looks like when I open a new SP project.All good so far. The problem is that the drop-down menus below are now greyed out, so can't choose Utility-sRGB-Texture for Bitmap input color space. Any idea why this is?If I disable the OCIO from Environment Variables and choose OCIO manually, these menus are available. However I prefer to keep using Environ. Variables. I remember this used to work before.Thank you.
I've tried to click the buttons that says Cancel, Remove and Keep but it keeps appearing out of nowhere. Is there a way to disable the popup from appearing?
I crated an account to get substance painter on trial, but when I sign in it tells me the trial is expired. I have signed in and out, also I have fully updated substance.
I recently installed substance painter, followed some tutorials online step by step on Adobe Substance 3D...... unfortunately I cannot paint on my 3D model nor can I use a fill layer or add a material to my object. Could it be because my system doesn't have the requirements to run substance painter?
I'm using planar projection to place a texture on my model. This is working. The problem is applying material properties to the projected image -- how do I change the rough/metal look of the texture but LIMIT the application of the material (like rough, metal) to just the parts of the projection that are NOT transparent.My texture has a transparent background. I ahve confirmed this. So for this post, magine the texture to be composed of a check mark pattern.. In this case the projection "box" will be defined by the 4 sides of the chack mark's boarders. So as you can imagine, there is the checkmark "paint" itself, but also transparent background that then fully defines the projection's boarders. When I project this onto the nodel, it works just fine when the projection fill layer is the same material properties as the background... then all I see is the check mark of the projected texture (see pic 1 of an example of a perfect projected paint on background) But HERES THE PROBL
Hi there, Currently I am using a student version of Substance but in a year I will graduate and therefore will have to pay for the program. Alas, it is way too expensive for me at this point and I would want to get the Steam version. But as I've read everywhere, you only have the 2022 versions and future updates will have the be purchased from... somewhere?1) Is it a good call to get the Steam version?2) Where would you get the updates from and install it on steam?I'd love to hear what you all think! 😄
I'm doing a project where the requirement is to have a specular map of my texture. However, no matter how many times I try to export the PBR Specular and Glossy output, the final result is, all the maps are there except for Specular and Glossy. Please let me know how I can export a Specular map from Substance Painter.
Hey guys,So quick explaining the WHY, I need to put identification letters on models daily in my workflow.So far I usually create an alpha with the lettering and typography in Photoshop and then export it.I wanted to know if anyone knows of a more optimized way to already have a smartmaterial with all the alphas I would use it(all alphabets and numbers in Arial for example) or if there is a way to create a plugin that stocks as many alphas as I want with a few clicks.
When using OCIO management, is it possible to hide the display name in the Viewport's dropdown menu? Our workflow involves passing to Painter a single display with multiple views; currently the dropdown looks like:displayName - some_view displayName - some_other_view displayName - ..._view displayName - ..._viewwhere the last two entries are getting truncated because the combo of displayName, viewName is too many characters. Since the view name is the important piece of data, I would love to mask the display name. This is in 7.4.x if that matters.
I've imported an fbx object with 4 layers, 2 of which are designed for textures with alpha layers. My issue is that that while the 2 first model layers (one layer with a corresponding layer for alpha) works perfectly fine, the two last layers does not allow me to paint directly on the model. Turning the brush size to "huge", it will sometimes paint on the model depending on the angle when brush wildly over the model, but the paint will not correspond to a natural place on the model. Using the 2d view instead gives another issue. The texture fill layers seems to be shifted to the right, meaning I can't paint on the texture (with masks), instead I have to paint over the grey cover which shows no texture. I've attached how my 2d view of the textures look for the layers
Hello, I am setting up a professional work directory. I have 3 Libraries linked to Painter to read from. Two of which are the standard directories that ship with Painter:"Your Assets" - "C:\Users\username\Documents\Adobe\Adobe Substance 3D Painter\assets""Starter Assets" - "C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\starter_assets""Our Library" - "Z:\"project"\Prod\SourceArt\substance_library"(Our Library is set to load by default) I am trying to omit certain resources from within "Our Library" following the "Excluding Resources in a Resource Path" from the Adobe documentation. I have placed the file in the root of "Our Library" (Z:\"project"\Prod\SourceArt\substance_library\.ignore_assets_pt.txt).There is a list of files that suffix with "_512x512.png" that I would like to omit from being seen in Painter.They live here: "Z:\"project"\Prod\SourceArt\substance_library\procedurals\static" I have only one line in the ".ignore_assets_pt.txt" file that
I want to be able to generate a height map using the highpoly version of my mesh. Baking the position map seems like that would be the best way to do it, but it only encodes the position of points on the low-poly mesh, and there aren't any options to grab it from high poly. I've attached 2 pictures below to help explain this, basically I want to create a texture for the second model that reflects the relative height of each point in the first model. Is this possible somehow?
Hi,is there some possibility of drawing very long lines fro example road lanes.I must zoom in the view to start the line exactly but then I cannot continue the whole mesh.I would need to have some ability of dynamic zooming while drawing long straight lines like in 2D editors.Thanks for any advices.
Hi there i recently retopologized a Character in Blender using Retopoflow but when i put it into blender and when i try to bake the high res mesh it comes out with squares all over the body. any advise or help would be greatly appriecated. Thank you
I have the following problem.Substance reads my alphas backwards.These alphas were previously used in the same version of substance but Windows10.I recently changed my PC and I had to install windows 11.Everything works perfect but my alphas are read backwards.
I have a custom profile for texture exports like export location and export presets. I also use the same, custom, settings for baking the texture sets. Is there a way to make these default? Working on hundreds of assets, would be nice to skip this step each time. Thanks!
Hello. I've modelled my low poly in maya and used zbrush to make high poly. After I finished my job in zbrush I've imported my OBJ file to maya and named all of my low poly and high poly correctly. After that tried to bake them in substance no matter what I do bake is failed. Then I go back to zbrush named all of my subtools correctly then export it as FBX after that when I try to bake them with by mesh name I'm still getting bake problem with my normal map and id map. Sorry for grammar mistakes tried my best hope you guys understand my problem and help me. Thank you in advance. low poly has only 1 material also its a FBX high poly has different colors on each mesh its a FBXI have done fix mesh in zbrushMy substance version is : Steam Edition.
Hello, i can figure out how to make my opacity work in substance paitner, my shader is on pbr alpha blending, i have added the opacity channel and applied the opacity map i made in maya but my fur/hair still have the white part am i doing something wrong?
hi,i was workin on this frog and wanted to activate symmetry mode for painting. But when i click the symmetry icon, the center is on the arms and when i try to open the symettry settings, it won't let me click, how can i fix this problem?thank you
Hi I wanted to try out the stitch dynamic brushes in substance but they don't seem to be working as anticipated. All setting are default. Image attached. Even when I turn on follow stroke the results are not good. It's almost like it's stamping over and over. Am I using this correctly? I figured the default setting should just work. Thanks.
Hello,I sometimes paint near seams,but I can't paint the pixels that are located near seams. how do I fix it?
I've been trying to match the color of a model to its reference for a long time, but can't do it in Substance, how can I solve this problem?
Hello, I have a problem with the substance painter software.It creates all the meshmaps but when I select them it gives this error and doesn't display them on the screen.
Hi, I've seen some acoustic foam assets available but I'm totally feeling them. Specifically I'm wanting to add the glitter effect (you can see it in the acoustic foam here) into the material and I can't really make it out from the assets. Ideally I'd like to build the material from scratch anyway. Any tips for adding a subtle glitter effect in? Here's a pic of what I'm after. Thank you.
I am trying to put individual Colors into the Fractures I created with the Fracture Brush.I want it to kind of look like the second picture below.
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