『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Questions
新着順
Hi all, I'm trying to bake details onto my model but I'm having some trouble with generating the maps.The World space normals generate correct details, however, the tangent normal map has odd artifacts and looks pretty bad once it's imported into other programs.Does anyone know how to fix this problem?the problem persists especially around the nose with a weird dip, and around the mouth area with odd corners. The tangent map is not very accurate to the high poly model, however the world space normal map is for some reason.Any help is highly appreciated thank you!
I've gotten a 205 code error when starting the app as trial, please help me some one
Hi community. In substance painter I have applied various materials. I like the shade and reflections on my object.But when I import it into my desired software program (Bledner 3D) I notice when I set up the material nodes, its not the same like it's SP. I then need to tweek the world node to try get a match. is there a way to bake the lights, or export the materials to look as it is, when I import it into Blender?
my texture becomes darker after i cross over a seam on my mesh
Issue with Baked Stylizeed Lighting, this issue has been driving me up the wall for the past two hours, All my maps are fine, my UVs are fine too but when using this is my layer stack, no matter what I do this one spot will not go, it also ruins the bottom, any ideas spit ball them out
Heya,Just wondering if I am able to write my Python plugin so that it is interfaceable via the Python console (I would like to expose some parameters to be read/writeable via console, like enable a "developer mode" on the UI of my plugin, etc.) If anyone has ideas about this or if it is just straight up not possible, I'd love to hear!Thanks!
Error message; [Resources list Model] Icons memory budget set to 100 MB [Plugin - resources-updater] No project open, resources updater discarded I found a post dated Oct. 2021 from another person experiencing this same error message. That person received no reply so it was of no help in solving the problem. I have no idea what the message refers to or means let alone what to do about it. I need to have reliable, professional, available support for the software I use and I hope that Adobe is willing and able to provide that even to its indie customers. Susan Meyer
I have been watching tutorials and reading articles since around 9:00 AM to try to understand the problem I'm having but to no avail. First I opted for a trial subscription but it crashed every time I tried to import a model. I thought that perhaps trial subscriptions were limited to use with sample models so I upgraded to a regular subscription, but the program crashed every time I tried to import an .fbx. I was able to open an .obj once but it crashed immediately when I tried to import a second one. Sometimes it just crashes after opening, before I've done anything. The tutorials and articles have only made me more confused. I've used Marmoset successfully on several projects with the same files I'm trying to import. I like Marmoset but Substance Painter seemed to offer far more.Computer system info: Processor Intel(R) Core(TM) i7 CPU @ 3.60 GHz, installed RAM 32.0 GB, 64 bit, Windows 10 Home, AMD Radeon RX 6600 (8GB), Cintiq and s
Hello. I am working with a team of people and we all use adobe substance painter. Most of us are using the 2021 version, but the creative lead is using an older version and is unable to access our files.If the creative lead updates to the 2022 version, will that allow them to open files created with 2021?Thank you very much.
I just paid for a subscription to Substance Painter, downloaded it, and attempted to properly install the license. My license is #####.license.lic, not license.key as specified in the documentation however. I can open the program and select a template but when I attempt to open a model file the program crashes. I am not sure whether I am still opening the trial version or the subscription version but both crash when I attempt to open a model file. If the license I have is not the correct one I need Adobe to inform as to how to locate the correct license as no communications from Adobe so far have provided it. Susan Meyer
I imported this cube from Blender with no change of its default geometry and uv wrapping. After baking the maps I found there are some errors in AO map(just like other models I imported to Substance Painter). I tried tweaking the import settings and some bake settings, still couldn't solve it. I'm new to Substance Painter, not sure if this is actually an error. But I think those dark lines are kind of unnecessary which cause extra dirt while using a dirt generator.
I'm trying to scale a set of smart materials to an appropriate scale, however when attempting to change the tile value in the fill layers, nothing is happening. This includes rotation. I have tried this with a range of smart materials and the problem appears to be persistent. No idea what i'm doing wrong, it seems to be the case with a few different models, but works with others.
Why do I get this wavy look on the edges after baking? It has never happened before and everything seems correct in the settings.Any help?
Hi community. I'd like some information regarding anisotropy material. I cant locate it in the smart materials, so I saved it as a smart material to use it on my own model, but nothing seems to be appearing. ( Im trying to make a control knob anisotropic reflective like the example. Any help how to go on about to achieve this? Thank you.
Hello everyone, this is my first post about substance, I have a question.I want to do detailed texture, and when I create a new project on substance I noticed that the limit size is 4096 pixel (but often on tutorials I see people going with only 2k), but when I export my created textures I can go over (4096, 8192), I wanted to know whats the point of exporting 4k, or 8k texture if you paint your texture with 2k pixels? Maybe it's a stupid question but there is something I don't get,Thank you in advance for any answer 🙂
Hi, I'm having a strange issue with my bake where this big teardrop shapes appear in the normal map (but only the normal map). Messing with settings like frontal/rear distance has done nothing to improve them. These shapes don't appear on the high-poly or low-poly mesh, only once I do the actual bake. Does anyone know what is causing this issue? I've attached images of the problem as well as my bake settings.
Hi therei have a strange problem when baking maps. i dont know what should i call it (maybe normal map artifact or something). refer to the pics i've uploaded you can see the reflection of the fingers on the others on normal map.I've tried more than 5 different UV's and baked one after another but all of them had same problem.all replies will be appreciated.substance painter version:8.1.2 build 1782PC specs:i5-8400GTX 1070 8Gb16Gb ddr4if you want i can provide mesh files too.
I'm developing a course on PBR materials using Substance 3D Painter. I'm finding the tutorials offered here to be excellent for introducing most concepts. I haven't seen anything there addressing refraction maps. I'm about to look at some on YouTube, the most recent being about 6 months old. I'd like to ask this community though - is there something you would recomend? Likewise emissive materials, if there's anything you like for those. Thanks!
First of all, the way this forum is designed SUCKS. If you type a bunch of stuff in this field and then change the "Conversation Type" radio button above, it erases everything. Brilliant web programming Adobe. Now, is there a way to change the color or properties of the default material? If not this is ludicrous. This material shows as a glossy white material, which is a real pain the ass if your model also requires a similar material to actually be created on parts of it -- a situation I am currently dealing with, with a very complex model with a lot of small parts. I need to be able to see at a glance what has been painted and what hasn't. Yes, I KNOW I can go into "Base Color" mode, or create a colored fill layer at the bottom of my stack. But these are both inconvenient workarounds, and the latter simply adds bloat to an already large project file. There should be a way to either turn off the default material completely in fully shaded mode, or change its color to somethi
Hi everyone,i'm i trouble with a motorcycle model, and i woul like to know the correct workflow according to the final use. The final use of my model is just for visualization and not for games.I know that the correct workflow it should be the baking of the higpoly mesh in to the lowpoly mesh and is what i triyed t o do in this case, but when i apply a subdivision to smooth the mesh for a rendere, in Blender Cycles, it shows me weird artifacts:I'm clearly doing something wrong, and i suppose that my mistake is that this workflow is more fore game assets and not for visualization. I suppose that i must siply unwrap and texture managable hig poly mesh and work with it. I wait for your suggestions. Thanks in advance to everyone.
Hallo zusammen,ich habe vor gut zwei Jahren mein Hobby Erweitert und erstelle über Blender verschiedene Mesh die ich in der Unreal Engine 4/5 in einer mein Projekt verwende. Jetzt möchte ich die Mesh Texturieren und bin bei der Suche auf verschiede Programme gestoßen wie zB. Quixel Mixer, Mari und Substance 3D Painter usw. In diversen Discord Communitys in den ich mich bewege, empfiehlt man mir Substance 3D Painter, als ich an Quixel Mixer gescheitet bin (schlechte Steuerung, Instabil, etc.), es macht einfach kein Spaß damit zu arbeiten.Auf der Suche von Substance 3D Painter, führte der Weg hierher und man müsste ein Abo abschließen. Ein Abo kommt aber für mich nicht in Frage, ich besitze gerne was ich kaufe. Also suchte ich weiter und fand dann Substance 3D Painter 2022 unter Steam zu einem Einmal Preis?! Jetzt habe ich dazu ein paar Fragen, die selbst mir die Discord Community nicht beantworten konnte, da den nicht mal bewusst war, dass es Produkte von Adobe zum Festpreis (ohne
Hello folks... I'm using a black mask for a material that I want to reveal over another. With the mask selected, I'm using the paint brush to paint in the areas I want to be that particular material. I hope that made sense. Now, there are some faces, small and at right angles to the rest, that refuse to be painted / erased. They remain the color of the material beneath it in the layer stack. I've tried painting by face, but that had no effect. Thanks. Windows 10Painter v7.2.1
Hello,is it possible to fix this seams in the color channel?Regards,Jochen
Hello, I'm thinking about buying Substances Painter on Steam because I'm not a fan of subscriptions. Now I'm asking myself if I should wait for the 2023 edition. 1. Will the 2023 Edition be available on Steam? 2. How much will the upgrade from 2022 to 2023 cost with the reduced upgrade price? 3. When will the 2023 Edition be available? 4. Will the automatic UV creation tool be improved in 2023 or will it be the same as in 2022? thank you in advance.
Is there a way to make a selection or mask using the transparency in a PNG texture that's plugged into a fill layer? I'm thinking something along the lines of the way you can do this in Photoshop by Ctrl clicking onto a layer that has transparency to select only the pixels that have values. I have numerous PNGs with transparency plugged into the color channels of fill layers being 3D projected onto my model. I want to be able to select or mask these areas so that I can create custom isolated roughness etc for them. Is there a way to do this?
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
すでにアカウントをお持ちですか?ログイン
アカウントをお持ちではありませんか? アカウントを作成
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.