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Hello, im rather new using adobe substance painter. However ive been using blender for a little while and ive made a model recently with UDIM tiles and applied my normals with them. However when applying my normals into adobe substance painter. It seems the normals go wayyy off, and im not rather sure how to fix this? In blender its perfectly fine with the normals perfectly aligned. The purple one being the example of the model within substance painter. And the red one being within blender. Thanks!
I haven't really been keeping track of what has been going on with the Adobe acquisition of Allegorithmic but today I was trying to log in to Substance Painter to do some work and I couldn't log in since the Allegorithmic account does not exist any more and I've since updated my computer hardware. Furthermore I can't find a way to download a license file for my old 2018/2019 something Painter license.I logged in to my creative cloud account but there are no licenses to be found there. So does this mean Adobe stole hundreds of dollars worth of licences from me or am I missing something?The "old" painter versions have been working fine for my use case and I've had no interest in updating just to get features I don't use.
Here is a tile generator that has been applied to a black mask. I have already used tri-planar projection. I have tried modifying every parameter, but it still didn’t work.SPP file
Hello,I'm currently working on a project where we had to change the color management of Substance Painter several times, we started in legacy, then moved to ColorIO/ACES 1.2, and finally it's set to ColorIO/Substance.In our texturing process we need to validate our textures for our client with the PBR validate filter, but with each changes I noticed discrepencies and uneven results.A material that is perfectly fine in legacy, becomes totally red in ColorIO/ACES 1.2, and between ACES 1.2 and substance, there are some differences in the validation colors.In my understanding I was thinking that if it's valid in one mode, it should be valid in the others too, only the representation of the colors on screen should change depending on the chosen Color Mode. Is that correct ?Since the recents modes additions in color management mode, is the PBR validate filter is still suited or is it designed to function only in legacy ? Thanks for your help
for some reasons, just by importing a model to substance painter, odd shade marks appear on some parts of my model. You can see here, in the red circle, but also on the right of that same UV island. Yes, i checked for duplicate faces, flipped normals, non-manifold geometry, but i still couldnt find a fix
came across this issue with substance painter when trying to apply a blur filter.Substance is blurring it per UV, what results in a very ugly result and basically makes the blur filter worthless.is there any workaround that?It looks that someone way back asked about it, in the time when it was not owned by Adobe, but the post has disappearedThanks for the help
Hello, I am using a metal edge wear generator mask inverted to add some edge wear to this turrets paint. However for some reason the edge wear generator is not applying to certain edges of my model. I have highlighted what I mean in the image below, checkmarks are where it is applying, x's are where it isnt but should be? It will even apply to one side of the turret but not the other, despite the fact that it is a completely symmetrical model. I have attached an image of the specific layer set up. I would appreciate any help! Not at all sure what is going on. I have baked my mesh maps, so maybe there's an issue there? But I'm not sure how to fix if that is the case. Thank you for any help.
HII'm compairing PBR specular workflow with PBR metallic workflow and specificly the roughness /glossiness.They supposed to be the opposite / negative of each other. But when I use for instance 'Metal Polished' from Asset, the glossiness is a light gray surface without any structure in PBR specular shader setting. In PBR metal shader setting the roughness channel is darker grey but with structure. So not the negative of each other. Can anyone explain please?thanksRené
I was trying to take a render of one of my model but the render looks like is over expose, this only happends while enabling subsurface scattering, someone know why is this happening? This wasn't happening on older substance version. Currently using (Adobe Substance 3D Painter 7.2.1)
Hi all,Background:I create aviation safety videos and typically purchase helicopter models from Turbosquid, then rework them, mainly redoing textures in Blender with decals. I am still fairly new to Substance Painter, so please bare with me for any stupid questions that might be resolved with common workflows.Goals:Produce highly detailed, accurate aircraft models.Use textures (rivets, panel lines, etc.) to replicate fine details while maintaining accurate placement based on the real aircraft.Begin marketing my models on Turbosquid as more accurate, professional-grade options.Current workflow and challenges:Texture size: I have been using 8K or 4K textures, which generally works well, but rivets lose sharpness in close-up shots.The model I purchase usually have one texture map for external surfaces. However it starts to create issues when trying to focus on details like rivets and screws. To improve resolution, I have been splitting models into multiple UV maps (for example EXT_T
That is how must to be working:https://youtu.be/yP2ODQ5j5r4 and hier is my problem:https://youtu.be/IZWl2llZ9Z0
I need the ability to copy and paste stack nodes through the Python API so I can support changing a shader from using one type of shader definition to another without losing data. Here are the main issues. 1. If you switch between different shaders, the layer stack is cleared.2. If you want to copy over the existing stack data, there is no Python commands for copying and pasting stack nodes.3. You could theoretically do it using the python Smart Material functionality. You can create a smart material from a group node, save it as a resource, and then add it as a new node after you have updated shaders. However to be able to save out the contents of an entire layer stack you'd need to be able to group all nodes on the stack into one group. I see no functionality to move existing layers into a new group node.
Hello everyone! I have three models: Cape, Torso and Arms, and Pants. When I bake them, the shadow from the Cape affects both 'Torso and Arms' and 'Pants.' I dont want that. I thought removing the Cape from the texture set list in the baking menu and rebaking , but that didnt help. How can I eliminate the Capes shadow? When i baking textures:Im so sorry for my english!
Scenario - We want to batch re-export a large number of Substance Painter (.spp) files. The files have Output Directory and Output template settings saved into the file (presumably as metadata of some sort) which is shown under the "General Export Settings" in the export UI. However this data doesn't appear to be exposed to plugins or other scripts. If a user goes into "Export Textures" they can easily see the output template "(from cache") and output directory there and re-export manually. I would expect the same to be possible via code. Is there any way to access the values references by these fields so we can lightly modify them and then perform a re-export that is mostly identical to the last export?
When I edit a mask in the dirt folder, my scratch mask from a different folder rotates. What's causing this? Both are painted masks - not procedural or textures. Also, can I rotate a paint mask as a quick fix?
Hello, Is there a way to make the stylization filter work on objet with multiple uv seams ?thank you
Cannot mirror symmetry and radial symmetry at the same time
I need help with Substance Painter not loading my 3D Models to paint on.I'm running a Ryzen 7 3700K 8-Core CPUNvidia geForce GTX 1660Ti GPU32 GB RAMLatest Build Of Windows 10 Thie is my Issue Below: I select a New Project and I want to pain some 3D Models from these In-Game Models from the Video Game "Counter-Strike: Global Offensive". - See 1st ImageI select a 3D Model to open from the "Browse" - See 2nd ImageI get The Errors": - See 3rd Image[Plugin - resources-updater] No project open, resources updater discarded[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'weapon' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0.4461, V=-0.001Mesh 'weapon' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0.4493, V=-0.001[Scene 3D] Loading failed[Scene 3D] Failed to load 3D scene.Loading failed How do I fix this issue?
Hi, I've run into a problem with the clone tool.Every time that I set the source for cloning, it will stay in its place, but as soon as I start to paint it, it will follow the carser, and it will not stop following it, even when I stop left clicking. It's the same in normal cloning and with the absolute source option on.It was ok before, and suddenly it's broken. Help will be much appreciated.
Hello, the program is the same, the settings are all the same, on the 1st screenshot the model was textured from 0 and then transferred via smart materials or via cards to the same version of sp with settings 1:1, in addition to the fact that the spots started to look different (this is not the main thing), the ambient occlusion channel with the L8 setting It does not transfer or save any information.As a result, in the same joint venture and other programs, the model is lighter.Is there any way to save (export) the model so that it stores information in dark shades? In the future, when I open a model, I want to see it the same as I saved it, and in the same SP, with the exact same settings and even the same layers, it becomes lighter, but if I manually add AO L8, it will be ideal, but you can't configure these options in marmoset toolbag. so I want to see the final result immediately when exporting.I tried to access the channel profile in the settings themselves, tried to save the ao
Hello! I'm trying to create a pipeline for a student animation that uses USD to drive the pipeline, this is for my honours exegisis. I was wondering if anyone would be able to answer a few questions for me, or offer some advice. I've seen that Mari offers a higher degree of customisation for USD export with textures, are there any similar settings for substance? What are the best practices for structuring layers before bringing the USD file into substance painter? Is there a way to set naming conventions? In general I'd just like to gain an insight into how best to stucture the project, and what best practices to inforce in the pipeline. If anyone has any advice, experience, or useful resources to share I'd very much appreciate it. Thanks!
hi! i hand painted the text on the scroll but there are some uneven space between the text so i want to move some of the words but i wasn't able to find a selection tool, does substance painter have a lasso tool or a selection too?
Hello. I am trying to bake a position map for an arc and it give these results. I am not sure what I am doing wrong. Its suppose to be a tilable texture so there is so uv overlap.Thank you for the help.
Why do the colors change a little when we convert the image in the Substance Sampler to a material and transfer it to Painter? The colors in the sampler are closer to the original image.
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