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Ok I´ve been trying to connect my Substance3D account to my Adobe account but all I find it that I have to save my invoices from the billing tab on the Substance3D website but I have a student account and thus no invoices to save. I´ve also found that I can just save my license key to log in on a new device but what happens when my license runs out, will I just be unable to renew it and have to start one of the paid subscriptions on the Adobe website?
I just bought Substance Painter 2022 yesterday on Steam , but i try to access to the community assest but was denied.
Hello, I am new to substance painter. I'm trying to make a ground concrete material on a plane but I don't know why the height & normal details seem blurry and pixelated.Texture filtering, shader quality are set to high. Mesh maps are baked in 4096 res.Is it because the scale of the plane is too big(scale~120) and that is normal to be blurry when I zoomed in?
It happens to me that I have imported several textures or materials or else, but then may be I changed those in external program and I have to reimport because it seems not to update theones I did already import and so I have clones over clones and stuff is starting to clutter the whole space , so how I can do to selectively eliminate stuff I do not want anymore from my assets?
Hi there! I'm looking to export height maps that use 50% grey as my baseline zero height because i'm displacing negatively and positively. However, when viewing my height channel in Painter, 0 height is always black and setting height to a negative scale doesn't seem to write any data into the height map. Could someone offer some insight on how I might set this up? For further context, I'll be rendering in Blender where the displacement has a setting to define the midlevel which I will have set at 0.5
I get consistent build errors when building from Jenkins on Ubuntu. It always crashes on the import of the first .sbsar file it meets. No prior errors or exceptions happen in the build process. Unity: 2021.2.3f1 Substance Unity Plugin: 2.6.0 (latest) If I delete the .sbsar files from the project, it builds through the same pipeline without issues.I've verified the file permissions on the .sbsar files (I was suspicious of the 'funlockfile' command) and even when set to rwx it does not change anything. 15:16:44 Start importing Assets/_TBP/Materials/TempSubstance/metal_brushed_steel_002.sbsar using Guid(e089682d244ab684dad856e86156404e) Importer(-1,00000000000000000000000000000000) free(): invalid pointer 15:16:44 Caught fatal signal - signo:6 code:-6 errno:0 addr:0x810000b331 15:16:44 Obtained 11 stack frames. 15:16:44 #0 0x007fc759aa13c0 in funlockfile 15:16:44 #1 0x007fc7598e018b in gsignal 15:16:44 #2 0x007fc7598bf859 in abort 15:16:44 #3 0x007fc759
Hi everybody 🙂 I'm very new with subtance painter , and for the first time I tried to Auto bake all UV map.Everythings is perfect exept the Ambient Occlusion Channel... Here the result: For info , it's a low poly model. If someone can explain to me how to resolve that , I'll really appreciate 🙂 Have a nice day !
Hi there i am quite new to substance painter and i am having an issue where when i put a material on my mesh certain parts come out blurry while the rest looks fine Thank you for reading and any help would be greatly appreciated
Hello everyone,I am new to substance painter and am trying to auto UV unwrap a cube that I made in c4d. However, this produces an unexpected result. Instead of the 6 faces in a cross like structure that you would expect, my UV unwrap looks like this: I was not able to use any import settings that made a difference. This is what I have now: Lastly I attached the fbx file as well. Extremely curious what is going wrong here. You'd think that UV unwrapping the most basic cube would be an easy task but apparently not.
Hello,I'v Installed the new version Adobe substance Painter and copy all my mat smart mat texture ect but I'll dont found my preset for the export texture (blender presets). How I'll could copy them from the old SP to the new Adobe SP?Thanks by advance for your help.Best regard.
When I use an imported image (for example, a logo), it appears distorted, stretched upwards. With library images this does not happen. What am I doing wrong? Thank you
Why is this happening when it wasn't 5 min ago and how to fix it.Happens after I bake the mesh maps. All UV's were done properly
Good afternoon, tell me how to clear textures that are not displayed in Substain Painter? I made a UV scan and exported the model from Blender without textures, but for some reason a texture appeared when importing. You can't delete it, if you duplicate the same model in Blender, then the textures are loaded into Substaince again, and it's not clear where these textures come from. I deleted all the created materials in Substance, but the texture still shows up. What could be the problem?
Hi all, I hope you're well. I'm having an issue, when I import my my .fbx file from 3ds max into substance painter the texture sets for my model are not showing. They did show after importing on a previous occasion but this time round they are not. I have multiple parts to my modelf IG-88 driod. I have spent a long time trying figure it out. The texture set list just shows 1001 for the full model. Any help would be appreciated have a great day/week. Thanks
Do you know why they are looking like this?
Hi,i modeled a mesh in Blender and wanted to paint it so i imported that into substance Painter. After that i baked the mash maps(except id Map). But after the baking process the texture is looking weird. It has already a material after baking i guess? Also when i add a smart material it looks like the materia is just repeated and not scattered:1st picture shows the mesh after baking and adding material2nd image shows how the material should look on a mesh(from a video tutorial)3rd image shows how the mesh looks after baking maps
It would be so nice to be able to have a slider for shape keys or blend shapes. Essentially this would allow us to texture things like eyelids or other facial expressions. Or even different forms of damage to clothes or props without creating whole new scenes. I know this would be hard with the current preserve painting options from the edit tab. A possible solution would be when you apply the shape key it creates an instance of the current maps and saves the layers you make on the shape key as a separate instance. Just wanted to throw out this idea.
Hello,Substance Painter has a "project configuration" window where one can load up the model again in order to update topology, UVs, etc.Here's the documentation on it:https://substance3d.adobe.com/documentation/spdoc/project-configuration-142213384.htmlHowever, I haven't been able to find anything similar on the scipting side in the javascript documentation. I thought alg.project would have something, but it seems the only function related to loading up models/meshes is the create function (which is not what I need, as that would create a brand new project and I just want to update the model of an existing one).Does anyone know if it's possible to do this via scripting?Thanks for the help!
对于我们自己的资产管道构造,我们需要使用SP的自定义通道作为数据映射。然后,自定义着色器读取纹理作为渲染的基础。纹理由 SD 创建的纹理生成器生成。参考文件:temporaryPlan.spp,参见 Shader: Toon.glsl,如图所示。正确呈现最终结果图层设置卡通地图用户频道 SP 默认为预乘 UV 并扩展通道映射,这将导致数据映射无法按预期读取,如图所示。参考文件:bad.spp,如图所示。 渲染结果由于预乘UV导致的数据通道错误 Because the relevant settings were not found, and the related API could not close the texture premultiplication and expansion for a certain channel. So try to use another auxiliary patch with fully unwrapped UVs to solve the problem. Hope, whether the official can provide relevant solutions. Or increase the corresponding settings of the channel. Or provide APIs that can control related functions.
Dear Substance Painter Community, I have created a large library of substance painter files and I am now ready to generate the texture files. Is there anyway to automate this process? If so, could someone please point me in the right direction as far as documentation and step by step is concerned? Thank you all for your time and consideration. Sincerely,Aaron
I'm trying to bake a high poly version of the face onto the lower poly version. Ive been through process many times with other characters and never anything like this! Ive checked to see if any faces are inverted, and thats its unwrapped properly. any other ideas on things to check? First image is with ignor backfacing, second is with it turned off
Im a student and have been using adobe for a while and my plan allows me access to all of the software, but when i look at my account plan i see adobe substance painter is availabel to me and my administrator has also said yes it is available to me and he does not understand why it is not showing up on my creative cloud app.
Hello everyoneI have faced this problem inside SP and wnat to fix it ,but have no idea what is the best way to do itfrom the bottom i got a carbon fiber material with base+nmap+roughnesstop layer i got a logoI want to disable nmap + roughtness of carbon faiber for the logo onlyis it possbile to do it, if it is please show me a way thanks alot
Hi,I'm pretty new to Painter. Anyway I built this guitar tuner in Maya and exported it to Painter. I baked the mesh maps and the buttons looked odd. (Kinda like the case looks now), so I went back to maya and tried redoing the UVs on the buttons but I didn't do anything with the case and after re-baking the mesh maps the case looks like this. I suspect a UV problem, but I'm not sure. I'm still trying to wrap my head around the whole UV thing. Also, is it possible to rebake individual objects after baking everything? The buttons in this are separate objects.Thanks,Michael
Hi Im fairly new to Substance 3D Painter. I have been using it for over 2 months now. I was importing textures and rendering with Iray without anmy issues. About a week ago I was about to open older projects I worked on and suddenly I could not use Iray anymore. When I was previous was able to render other projects now whenever I hit the Iray button it automatically crashes and shuts down the app. Anyone having the same issue ? Would be good to know what has changed. Francois
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