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Greetings, suppose I have a metallic, roughness, ao map in rgb. Is there a way to put it into a layer and make painter take the information from the rgb map and not from grayscale? Thanks.
Any idea why this is happening? I've never had this issue before. The render looks normal.
I'm using the Tile Generator in Substance Painter (not Designer), and one of the settings allows you to change the blending mode of the tiles. It is on 'Add' by default, so when two tiles are overlapping it adds their values together, but changing it to 'Max' or 'Add Sub' seems to have no effect. The tiles appear to still be blended using 'Add'. Am I missing something or misunderstanding the setting? Or is this a bug? I'm using the latest version of painter. Thank you
Hello all! Firstly, thank you for taking the time to read my post.I have imported an FBX from 3ds Max into Substance Painter. I have added a pre generated Texture Atlas (Base Colours only) to a Fill layer, unfortunately certain objects within the model display the incorrect colour, in 3ds Max all objects display the correct colours. Attached you can see the implemented Albedo (Atlas_Albedo). This texture consists also of many 4x4 pxl colours top left.Magnified image of the Albedo 4x4 coloured blocks.Exported UV image from 3ds Max (for reference only, UV's within FBX are used).Substance Painter Fill options (Painter_Fill_Options), no transformations added to Fill layer. Doe anyone have any idea why certain objects display the incorrect colours? Or rather, why the colours dont match exactly? Unfortunately I am unable to provide the 3ds Max or Substance painter files. Substance Painter Version 7.4.2 Build 1551 Cheers
Hey peopleIm painting some details on a separate Paint Layer, with just the Normal channel enabled,using the Normal maps in the library(bolts etc),and I want to earase some of them.I'm trying with the Earaser but it doesnt work..Any tips?Thanksitai
Hello,I want to recreate this material in Substance Painter 3D,I know how to create materials, but I don't know which things was used for this material.Thanks
Hey so as the subject says i recently moved my substance file to a new pc.But now its not exporting files.Is this because it needs the dependencies like the texture files that i originally imported to the project?if so what is the best way to transfer a file between pcs?
Can someone help me identify or solve the problem for my 3D model in Substance Painter? When I import my model as an FBX from Blender, I learned that before starting to do anything you should bake the mesh. So, I baked the mesh, unchecked the normal and ID. But then (I suppose it's Substance) adds some weird triangles on the mesh. I tried to check if the problem lies within my Blender model, but I can't find any issues there, checked for double faces of vertices, I applied the scale and rotation and that doesn't seem to be the solution. Maybe someone here knows the solution? Thanks in advance!
Hi just a quick question about the Subsatnce Painter monthly download points...Do I need to use them before the end of the month or will they stack up?!Also is the month from the day of the subscription start date or is it actually monthly, so from 01 of month until 30th for example?Sorry I'm new 😁
I am trying to write a python script to change to IRay render and output a still frame from several cameras. I can see there is a substance_painter.ui.UIMode but when I try to set it nothing happens. Has anybody got an example of this working? can we set and control IRay using python?Thanks!
When will the version of this ten thousand year problem be solved!! Can an official answer it for sure?Is the software developed on a small display?a 3D art software doesn't support 2-4k display in this era. Is it a little OUT
I'm having an issue when I import a normal map in from zBrush. I have successfully done it before in the past with other objects, but for some reason this one is coming out looking like this. The normal map works perfectly fine inside of Maya. I've tried using the original object, before it was sculpted, and putting the normal on there along with using the exported obj of the level the normal was made for. None are working. Any suggestions are appreciated. Thank you!
Hi all new to substance painter when I hit iray render sometimes iray setting show up sometimes they don't any help would be appreciated.Thanks
i just only find the :<static> create(meshFile [, meshMaps] [, templateFile] [, projectSettings])How to replace the meshFile use javascript API??? By the way ,Why the Steam version Substance painter can`t use the Command lines run?? Thank you!!!
Working on a game project, I have both game engine folders & my 3D scene folder. It could be super useful to add multiple export locations to my substance painter exporter, so I can update a characters texture in engine & in 3D scene at the same time, without having to manually enter the long paths twice each time I do an export
I have a fill layer with a black mask and a paint layer below the mask to reveal only part of the material on the fill layer. This mostly works fine, however now I'm struggled. It may or may not relate to my issue posted in topic Re: Stencil not working unless H+V tiling is on, a... - Adobe Support Community - 12946267.The lower left part of the UV map or mesh remains transparent for no apparent reason. As you can see on the image below (see the layer's thumbnail), it's transparent even if the layer mask is disabled. I've never seen anything like this before on a fill layer. I've attached a short video showing what happens if I try to paint on the Paint mask layer with alpha = 1 and the Basic Soft pen, with no stencil or grayscale asset set. The lower-left part simply does not reveal, suggesting data is really missing from the lower-left part of the fill layer. The thumbnails show the same transparent area if I switch to Height, Roughness, AO and the other views in the Layers
So rather than using merchant resources for my Poser character I wanted to make my own base to create characters with so I don't have to rely on those any more. I'm using a figure named L'Homme which is one of the flagship figures for Poser. He, of course, uses UDIM's and I THINK I set it all up correctly in ZBrush by only exporting the parts that would be needed for texturing in SP (Head, Torso, Limbs and Inner Mouth) I set up all this with the same ID so they would come in, so I thought, with the ability to paint over seams. I can but the paint is not flawless. I'm playing around with various skin types included in SP but when I paint over where the Torso meets the arms there is def a difference with how that's being married and it's not, not to what I thought would be. See the screen shot below. At first I thought it was the lighting so I tried one of the more evenly HDRI to even out how the light plays on the OBJ. The figure is sm
Hi, found a number of entries regarding this issue (and the confirmation that the developer was able to reproduce said issue) on the old substance forum - and yet there is still no fix for this in place?I have two 4K screens but my colour picker only works within the Substance 3D Painter window, and only when using the "P" hotkey. When trying to use the colour picker just for the base colour, I am given completely random colour, and not the once that are shown on either screen.Similar Issues have been reported here:https://forum.substance3d.com/index.php?topic=32323.0https://forum.substance3d.com/index.php?topic=32923.0Seeing that 4K monitors aren't all that uncommon anymore, a fix for that would be much appreciated!Thanks a lot!
Hello, I am relavitely new to Substace Paiter and this is the first time encoutering this issue and I am curious as to how I may be able to fix it aswell as preveting it in the future, If you nned more info let me know 🙂 thank you for your help in advance !
I've followed the simple instructions for working with UDIMs supporting painting across tiles, enabled Preserve UV tile layout when importing mesh and seven textures in a new project, all seven tiles show up in the project and map correctly to the mesh, alas each tile split into a separate Texture Set, not grouped as in the video tut. I'm attaching a log file and screen capture, thanks for a quick response. I'm in a trial version, considering moving from Mari to Substance Painter, but need to validate a workflow. Big thanks.
Hey thereI have a 21M tri model in painter, it's suprisly going well until i try to give a displacement to the mesh with height channel.Question: Can i turn OFF tesselation completely and just displace the vertexes with the height channel?If i can't turn off tesselation, then subdivision count means "tri of my mesh x 4"?Because then that's an u'lala but no go baby situation! 😛 Thank You for your answer in advance!
Hello, have left Mari (no expert there, but fairly competent with the basics) in search of greener pastures. I've imported an fbx with cameras and pure diffuse color UDIMs linked to a Texture Set, but not seeing the color applied. Under Texture Set List I see all seven UV tiles, so how are these applied to the mesh? I've searched for a tutorial for working with photogrammetry, nada, also need help with how to work with Projection. The fbx has cameras written into it, see upon import to Substance Painter that the undistorted images exported from RealityCapture did come along for the ride, and maybe this belongs in a separate thread, but casting for a twofer to solve both issues here, if someone can throw me a bone on how to paint through these cameras with tight image alignment from source photography. (Yes, RealityCapture already provides the diffuse maps, but comparing the source photos, it appears I'm leaving far higher quality on the table, wish to paint from source and compare the
When I am trying to paint with a dynamic brush I created in designer, I get this type of height blending for each stroke. How do I remove this type of borders?In the first picture I made no Alpha mask. In the second one I made an alpha mask. But it still is producing a border where the height is suddenly going all the way down. I want to build up the height map from the existing height level. How do I fix it?
Hello, I'm doing a lot of tests with Substance painter and I'm looking for the best way to texture a label, text with gold, silver etc... I already have results but I would like to hear the opinion of the pros in the field. All this is for bottle label, packaging and all the things like that . Thank you
Hi, I'm having issue with baking maps. This specific mesh gets greyed out when I bake it and I can't paint on it. I've attached FBX file (building geometry) that contains the problem. I'd really appreciate it if someone could help me solve this... thanks!
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