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I just installed the trial version of Painter, but it says that the trial is expired, I havn't used it yet so how can the liscence be expired?
Hello GuysI'm going crazy with this transfer workflow! I have a valid Substance Student license, but I can transfer that to my AdobeCC account. No option for import license, just buy subscription. Tutorial on Adobe/Allegorithmic websites not match the interface that I use (Adode CC or even website). I used the trial, but now I cant run anything...Anyone could help me on that?
Buen dia. alguien me podria ayudar? el año pasado me descargue una vercion estudiantil en la cual me pedia unas licencias. este año me cambie de pc y tengo que volver a descargarla, y no la estaria encontrando en la pagina de subtance peinter a la vercion estudiantil.
I'm using Painter for many years but that never happened to me before. I'm creating a material, some painted layers, some fill layers with anchors. Additionally I have opacity and emission channels in some of my layers. Material isn't particularly complicated or complex, but first problem is that Painter starts to be laggy and responds very slowly (with 1024px texture, that's not possible to be laggy at all). Second, after saving smartmaterial (I wanted to reuse my material later) it does... nothing. I'm not able to do anything more, the loading bar just under the viewport is stopping on 100% progress and that's all. Newly created smartmaterial doesn't have a thumbnail, and the funniest part is that if any of the other smart materials weren't loaded before creating my new smart material, they won't load (I mean, theirs thumbnails, but nothing can be done at this time, I can't add new materials, do anything, nothing is happening). Two or three times when I was closing the app (or maybe
Hello! When exporting a texture, the image is distorted. I'm sure the problem is in the UV of the model itself, but everything is displayed correctly in the SP viewport, is there a way out without changing the UV itself?
Hello experts, When I am working on building glass material for low-poly models, the sharp edges are preventing me from rich reflections which is crucial for realistic glass rendering results. Other than fixing the model, can we optimize this in Painter? I am assuming if I can have Painter find the edges and take advantage of displacement? Frankly don't know how to do it... Thanks in advance. Or any other advice about making good glass effects on low-poly models are also appreciated.
Hi. I am having a problem when rendering a scene into Iray. If you look at the picture when I zoom onto my scene some the objects in the foreground partially appears depending how close they are from the camera. Any idea how to fix that ? Francois
Hi ! I'm new to Substance, and there's something I can't figure out. Sorry if it's obvious but I've not found the answer yet, so I hope someone here can save me 🙂 > I export from Blender a LowPoly mesh and a HighPoly mesh that has a Multiresolution Modifier.> I import the LowPoly to Substance and Bake the maps using the HighPoly mesh.It does something, but the model still looks as blocky as the Lowpoly Version. I'm guessing it's because Substance doesn't add Subdivions, but I see all these tutorials where people have their model super clean in Substance, and I'd like my texture painting to be precise so I'd need that as well. Is there a way to keep working on the lowpoly model but for Substance to let me work on something looking like the HighPoly model ?Attached to this question is an image of what it looks like in blender (on the left) and in Substance. It's more obvious on the armpits and clavicles. But the nose and eyes also are all over the place
Hi, I'm wondering if you can paint a 360 Panorama in Substance like you used to be able to do in Photoshop? If not, what Adobe product did that feature switch over to? I hope 360 panoramic illustrations are still possible 😛
I have a mesh for which I auto-generated UVs upon import into Substance Painter. This means (please, correct me if I'm wrong--this is my first SP project) that I have to export the mesh in addition to the textures from SP because I cannot use the textures on the original mesh since the UVs are different. Here's my problem: After building the textures in SP and exporting the mesh, I noticed an issue that I had to adjust on the imported mesh. This issue could not be fixed on this triangulated mesh--it's a symmetry-related issue--so I had to revert to the original object. Now, I have fixed the issue but I obviously don't want to build the textures for this object from scratch. My question: How can I import this mesh, to the *same SP project and apply the textures to it? I hope I make sense of this question! Any help is welcome and appreciated!
Hi,Is it possible to rename a texture when I do an export?. I would like to export out variations of the same document, but it is always overwriting the previous export. Would be nice if i could add an _1 or something to a specific export map. So I can get multiple color variantions without overwriting the previous. Thanks.Bart
I am trying to bake the mesh maps from my seat model, but i am left with weird artifacts(see picture).These artifacts are visable in the ambient occlusion, world space normals and the position maps. The mesh is correctly uv-unwrapped btw. Does somebody know what the problem is??
I have imported decals as PNG and tried to add them by using alt and dragging, a new layer is made but nothing shows up on the model.can anyone please give some insight into why this is not working?
For only one specific model file I try to paint in substance painter, neither the x or y symmetry show the cursor to paint on the other side which prevents me from painting on the other side but the z and radial symmetry do. I have tried to upload two small gifs showing it. I have tried the x and y symmetry on a different model file and it works fine.
I use 3ds max for the polygons, but why after painting with substance this comes out translucent like this. It looks solid on Substance 3D
Hello. I am working on a project that requires me to stamp the attached alpha to my model. However, the alpha is wider than my model, so I was wondering if there is a way to only scale the alpha in just 1 particular axis (X Axis only). Thank you.
I need to have access to my Allegorithmic account prior to Adobe's purchase of the company in order to obtain my license to the Software. My problem is that the email to which it was linked has ceased to exist. I need your support to solve the problem.
I have this model that I made. I exported it from Maya and when I put it into Substance painter I cant use smart materials and color only one part. Like For example I want to color the Rims but The whole model gets colored. I just want to be able to color one part at a time without affecting the others. Here is my curent layout of my UV down below.
I have a house model, When I try to apply a brick material to it bricks are looking very big , So that I scaled down the material to adjust the size. But Quality of the material is lost. I attached the images of before and after scaling. Before scalling quality is good but size is very big, but after scaling down to correct size the resolution of the material is pixelated. Please some one suggest me to do this in correct way. This is not ony about the bricks, other materials are also behaving like this.
Hi. I've purchased an indie license for substance painter in 2019 and canceled it some time in 2021. However I do still have 313 points for the 3D assets store on my substance account which haven't migrated over to my adobe account after linking them. I do still have access to all the textures that I purchased with the accumulated points on my adobe account, but the points aren't there. I'm just concerned that when substance3D.com shuts down in September that I'll also lose all the accumulated points on my substance account. Anyone know how to handle this?
HiI was wondering what is the correct way of using the Displacement (height) map and the Normal Map exported from substance in a Arnold Standard surface shader.. together.To be precise, I do know how to hook them up and all. It's more about how to make sure that the Normal map only creates the finest details. I'm not even sure you are supposed to use them together. Would a correctly set Displacement with autobump already do the job of a normal map? Is using them both basically redundant?Once you create actual height variation, are normal maps necessary? In zbrush I remember having the option to bake the normal Map only for the highest subdivision levels of detail. Is there a way to do something similar in SP?Is using Displacement without autobump in combo with a normal maps better then using Displacement with Autobump and No normal map?
Hi,I have a problem with importing meshes of different Types in Substance painter. I added a screenshot to show what I mean. Even with simple objects from Blender or Zbrush (ring, plane) I get these stretched artifacts in painter. I have not found informations about this problem yet. Does anyone know what I am doing wrong ? I doesn't occur with simple a cube or the icosphere of blender. The thing is that other programs like Vue have no Issues with the created UVs in my objects. It occurs just in painter.
hey guys I'm really new to substance painter and I noticed when I'm painting on textures whenever I zoom it scales the texture up or down depending on how close I am to the model making difficult to get precise detail . Is there a relative detail setting that keeps the texture size the same despite the level of zoom?
Hi,I am importing a lowpoly model from Blender into SP. SP only bakes only the maps for one texture set. The other two are empty. When I manually try to bake all maps for all texture sets, it doesn't work.Here's a short video of my problem: Any idea what I am missing? Also when I import an obj another texture set is the "base", e.G. the body...but then the head is missing...
The generator selected by my Substance 3D Painter boost is not a Substance file. What is the situation?
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