『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
Hello !I thought it would be something very straight forward since its a pipeline very comon in shaders but the way I do it doesn't do what I need.So I made a material on designer that have a parameter to control an height blend node and my goal was to be able to paint on the mesh where I want the sand to cover my tiles like so :But to be able to have this result and controle the scale of the material I had to put some tiling nodes inside my designer file before the height blend node because the texture I feed inside the parameter through an anchor is stuck in the UV space.When I use the scale parameter of the fill material the painted mask is tilling too.The process is very clunky in my case but I thought it was something essential for the designer/painter pipeline. I think I'm missing something here, do you have a better way to just paint a parameter inside substance painter ? Thx
я купил программу в стиме как мне скачать текстурки?)https://substance3d.adobe.com/assets/collections/01d9222154f89ff925f08850ad98b32166226374/asset/4c5b914779525f750dd10c96d13cc6cdda7378cd
I started learning Blender, Substance Painter, and Unity and have a very basic low poly model that I UV unwrapped and baked a high poly to it. I then painted random stuff on it in order to test my workflow before trying real models I want. With this in mind after doing this and using Unity Universal Render Pipeline (Specular). After doing this and applying the texture to my model I noticed the different colors besides the skin are gone and I lose all of my detail and baking. I am pretty new to this process and mainly program so sorry if I am missing something obvious. I've been trying different things for 2 weeks and am still stuck. I attached the image of my model in Substance Painter and Unity for reference.
As the title says, I've encountered this issue where some UVs appear dark or inverted. It only looks "off" in Substance Painter (when using the "Baked Lighting Environment" filter); in Maya and UE4 everything looks fine. I checked in Maya to ensure the normals are facing the right direction, the UVs aren't flipped, there's no overlap. Tried Freeze transforms and Unlock normals but the problem persists.This thread describes exactly the problem I'm having, but there doesn't seem to be a definitive solution. I tried the methods listed but they didn't solve the problem either.https://forum.substance3d.com/index.php?topic=12806.0It seems like the problem lies within Maya and using the Mirror tool, since mirroring meshes requires Scale -1. In that case, how can I change my workflow so that these kinds of bake issues don't occur in SP?
Someone who could solve this problem with corner normals.From front view look good but from side you see.Any tips how can I solve this?
Hello, there is manual how to update a shader: https://substance3d.adobe.com/documentation/spdoc/updating-a-shader-172824076.html but when i change my PBRMetallic Roughness to Non-pbr-spec-gloss, i have wite textures. Here is example:what do i do wrong
Hello, I have a Nvidia 1050 Ti (for a laptop, so yes weaker than the PC version), and up until now i had no issues with Painter when it comes to GPU usage, but after starting on my latest project, which is 5 texture sets, limited use of smart materials and mainly fill layers and paint filters, 2k document resolution, ultra low shader settings and.... loading time is 10 minutes. It's extremely difficult switching between texture sets and god forbid you hit the undo button. Does anyone have any idea what i might be doing wrong? (updated to latest driver on GPU)
Hello, I have a fairly big object, that I split into multiple UVs for better Texel Density and I want to apply a Smart-Mask on it without the seams being visible. The Tri-Planar Mode in the Layer properties works for that when it comes to a simple Material (As can be seen in Pic. 1 & 2) but I'm kinda lost when it comes to Smart-Masks. I tried turning on the Triplanar option in the generator which didnt seem to bring about any changes (Pic 3). I also tried adding a generator and a filter with the Triplanar Advanced option which neither gave me the desired result. So I am now linda lost on what my option are.I should add that I'm fairly new to Substance Painter so I may overlook a basic function. I have found a lot of people on forums having the same problem as me around 2015 but those questions seem to have died out around 2016/17-ish, which also makes me think that there may have been a simple solution introduced to this? Does anybody know&
So creative cloud says my trial has expired despite the fact that i own a year long student license. its been pretty frustrating because this popped up out of nowhere and i had midterms today, and finals end of next month. im going to implode and die, help soon please thanks 🙂
1. Substance 3D Painter 7.4.2 ,Unreal Engine 4.27.22.Windows 103.Livelink does'nt work from substance 3d painter to UE44.The following error is displayed in the log[Plugin-dcc-live-link] No defined association with exported '$mesh_$textureSet_BaseColor(_$colorSpace)(.$udim)' map[Plugin-dcc-live-link] No defined association with exported '$mesh_$textureSet_Normal(_$colorSpace)(.$udim)' map[Plugin-dcc-live-link] No defined association with exported '$mesh_$textureSet_OcclusionRoughnessMetallic(_$colorSpace)(.$udim)' map Could you tell me the solusion of this problem.I try changing the default preset ,but it does'nt working.(I removed (_$colorSpace)(.$udim) in the default preset.) Thanks for your help.
it is very strange that steam edition SP does not work with this addon, but the trial from creative cloud works!This is very frustratinghttps://github.com/gshadows/blender_addon_substance_painter#readmecan someone help???
Hello, I am trying to reload a material via the python API, and got an error I don't quite understand. For context the material is applied to a texture set in the scene, and it is a sbsar. I am using the url of the applied material to get the old ID, import the new material to get the new resource, and then callsubstance_painter.resource.update_layer_stack_resource(old_resource_id, resource)However, in the python console, it reads out a RuntimeError: RuntimeError: Unable to update Resource. Resource type not supported. Only images, particles and substances are supported.In the API docs, some limitations are called out:The new resource must be of the same type as the resources it replaces. For example a base material resource cannot be updated with a smart material resource.Moreover:If the resource is a Substance material, it must have the same number and names of outputs.If the resource is a Substance filter, it must have the same number and names of inputs and outp
Hey there guys, I'm having a brain fart.Say I'm going to do a piston and it will be animated. How do I import that into SP? I did a simple test but the inner part receives a shadow, do I need to have the parts physically separated or am I missing something? Especially if the yellow part will be moving up and down.Thanks in advance.
Hello,I am trying to recreate the functionality of Edit -> Project Configuration -> Updating the file via the python API.I found substance_painter.project.reload_mesh However, when I pass in a path to my file, and a substance_painter.project.MeshReloadingSettings(False, True) object and a loading mesh callback, it seems that the texture sets don't line up. If I do it manually they do.My loading mesh callback just does a print right now of the value, in this case 0 since it is successful. Is there something I am missing in the API call?Thank you for any insight.
Hello, I'm asking because, we have plugins for Substance Painter and we are to developing automated tests to insure the stability of those plugins. Those tests are running remotely on a PC using our build system.We are using an FRL liscence version on that PC to execute those tests, but even with that, we are having an issue. During our tests, when we open Substance, there's a warning that says "Are you connected to the Internet" with the message "We can't verify your subscription status". Here's a screenshot of the exact message, it's from the report generated by our tests: The thing is the machine is connected to the internet and if I'm connected with Remote Desktop, the tests will work without any issue, but a soon as I disconnect from the Remote Desktop session, this pop up will happened every time and prevent Substance to start. Do anyone ever had a similar behavior? Do anyone know a possible solution? That would be greatly appreciated. Thank you in
Hi, The colour picker doesn't work when using a secondary screen. This is frustrating, as I'm using my cintiq screen for my substance painter work. When trying to colour pick, it will always pick pure black. When I move the window to my other screen, the colour picker works again. Does anyone know a fix for this?Thank you,-Wouter
Hey! I can't for the life of me find the allegorithmic folder and subsequent subfolder for Substance painter... So adding new materials to the shelf etc is not possible. I'm looking in my documents folder and through 'users and documents'. Any help would be appreciated. Thanks
I set window scale to 150% then substance painter ui is to largeand when i set window scale to 125% then ui is to small . I attach screen shot of both ui . please solve this problem.
Hi guys. I have the object of the leaf and its thin object (without thickness). In 3dsmax in vray I have added vray2sided material to it with translucency and I have created two different uv maps (uv mapping channels) - one for the front side and one for the back side (because object has no thickness I had to use two different uv maps). Now I wanna replicate the same effect in Subctance painter but I was not able to find any tutorials on youtube about the similar things. So what I want is to send the leaf object with two different UV maps into Substance painter and to have different textures applied to the different sides of this thin leaf object. Is this is possible? Or its necessary to apply the shell modifier to the leaf so that I have some thickness? But the problem with that it will increase the polygons count too much later. Thanks
Hi AllI am currently seeing issues with exporting textures from Substance Painter. I have setup a project where I have 6 'groups' that I turn on/off to export different variants of the texture. I can happily open a project, open export textures, and then export them to the preset I'm using. However if I then hide any one of the layer groups, and unhide another layer group, then open the export textures, then try to export them I find that Substance Painter crashes after only a couple of seconds.I have tried all of the suggestions on the Crash During Export page ( https://substance3d.adobe.com/documentation/spdoc/crash-during-export-186975730.html ) including the two registry keys, changing my page file settings, updating drivers, and there is ample disc space available. The textures are being exported at 2k, and on the first export are working fine.If I hide the unwanted layer, unhide the wanted layer, change the export location (since I'm exporting them t
IS there a way to add more UV tiles in substance? I want to add different layers to different parts of a pair of pants, but when I go to the geometry mask section it only has one UV tile and I don't know how to separate sections of the pants to get the exact part that I want to edit without editing the whole UV tile.
When I bake the mesh maps the normals are transitioning from one diection to another. See screenshot.The direction and scale are all correct on the fbx.Any thoughts?
Hi there, We are importing a fbx model into painter, where each individual part is already unwrapped, but some of the UV islands are overlapping. The following import options gives good results:However, are UVs are normalized with a constant texel density, and we don't want to loose track of their scaling, in order to get the materials tiling values right later on.If any scaling happens during the UV packing process, is it uniform accross the different UV islands?Is there an option to prevent any scaling on the UVs during the packing process?Alternatively, can we query the total UV area for a given texture set, using the python API? That way, we could figure out the scaling that was introduced by the packing process, where scaling= sqrt(new-uv-area / old-uv-area) Thank you! Isabelle
Hi,I have problem with license in Substance 3d Painter.First,I downloaded a trial version. This version worked fine, so I decided to apply for the student licence.When the student licence is confirmed, I downloaded a licence key and saved the file according to instructions.https://substance3d.adobe.com/documentation/spdoc/activation-and-licenses-142213404.htmlNow, I receive this message and can't start Substance Painter We can't verify your subscription status.Your Adobe substance 3d Painter trial has ended.We can't reach the Adobe servers. ........ Can you tell me what is the problem and how can I solve this problem.I need Substance Painter for my study almost everyday, so this is a very important for me.Regards
Hi, I'm following this guide and I have this mesh I've made and imported. It has a hole in the top mesh no matter how I turn it.In blender it has the same design as the bottom.
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.