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is there a way to replicate the "selective color" functionality from photoshop in substance or maybe its possible to make a custom filter with similar functionality? is there such tutorials on how to do that in substance design? I want to color correct specific colors in substance
I'm trying to access the thumbnail images used to render previews for materials in the example Layered Shader custom UI. The path to these images is formatted like so: "image://resources/resource://texture_source_painter/3d_printed_mesh_lattice/3d_printed_mesh_lattice?version=bad26bc3263a81f1fd8010e8e7d64375c4eb096c.sbsar" I can't get that same path to load in any window (QML or Python) other than the Shader Settings window, even when using the same code from MaterialPreview.qml in a second QML window. Is there anything else I need to do to be able to load these images? The same path returns success loading in Image QML widget in Shader Settings window and returns error in any other one.
Hey everyone!I'm creating textures for Unity and I have a problem with the templates when creating a new project:So far, the normal textures on export work only properly with the "Unity HD Render Pipeline Metallic" material. If I want a specular material I need to start a project with "Unity HD Render Pipeline Metallic" and change rough and metallic against specular in the Texture Set Settings.My question: Is it possible to save this texture set of my workflow as a template to start a new project with? Just like I can do when exporting textures.Also: Why don't the export templates for textures match the import-options for new projects? While Unity has only one shader option to start with, I got 5 on texture export?Thanks for your help!
I'm wondering if this is a known issue and how can I turn it off? My normal map appears fine inSubstance 3D Painter, but on export, the resulting OpenGL RGB normal map has noise in it derrived from the triangles on the mesh. It is very faint but when angled so specularity is seen, the extra normal data is visible on flat surfaces. This effect is unwanted, currently I am removing by hand in photoshop. Is there a way to stop Substance 3D Painter from adding this extra normal data?
can we use 32 bit displacement textutre in painter and how can we adjust the properties of this map
Hi All, When creating custom filters in designer when it gets to painter, painter appears to map all image inputs into UV space, I can't see a way to tell it to leave the input image alone unless I want it uv mapped. Thought there might be something in User data | Substance 3D Painter (adobe.com) but can't see anything (as a side note where can I find all the options I can use in that like padding etc. would be useful). I'm taking the base color from painter baseColor channel, that's fine to be uv mapped, but the gradient image I want left alone so I can remap the values to the basecolor channel via pixel processor which works great in designer but as soon as it's in painter it looks like it re-projects the second input image and leaving black cutouts etc. I just want this left as is as a lookup for pixel processor. You can see here, this is basecolor that I want to remap to a color gradientIf I drop a square gradient image in it uv maps
Hello. I baked a normal map (a piece of geometry with transparent backgorund) and it is fine at the viewport in painter. But when export de textures, the normal is aliased at the borders only. What could be wrong?
I use "Saved searchers" frequently, but I am having trouble changing the order of them. I would like to know how to change the order. If there is no such feature, I would like to see it added in a future update.
Hi everyone, I was wondering is there a way to convert a substance painter steam license to a stand alone license like before. I can remember that there was a way to link the license from the substance 3d site to the steam version. But unfortunatelly it doesn't work anymore. How can I convert my license to a standalone version?. Any help is highly appreciated 🙂 thanks in advancePhil
Hello, The idea may seem strange, but given the length that the bake mesh maps can take, would it be feasible to have a checkbox option that would add a sound when the bake is done? This would allow you to do something else during the bake without having to keep coming back to the window to see the progress.
I'm using Substance Painter from steam in Archlinux, it stopped working after several days
Hi, I have created a low poly and high poly palm tree in Blender. I have a trunk and a leaf and can successfully bake the high poly versions to the low poly by mesh name (suffix _low, _high). This tutorial (https://www.youtube.com/watch?v=TtpV-RsEJvI) suggests it's possible to compose the full low poly tree with multiple instances of the leaf poly and bake the high poly to that fully composed one and paint within Substance 3D Painter as a final product. However, when I import the full low poly tree, the bake does not work properly - I think because the suffices no longer match the names. I have tried naming the leaves:Leaf_low1, Leaf_low2 etc. or Leaf_1_low, Leaf_2_low etc. but neither seems to bake correctly. Any suggestions? Thanks! Daniel
In previous versions of Painter I could chose if my imported on a layer normal map was GL or DX format (or or any other color space from the list), now that arrow to select color space is gone, was it moved someplace else or removed?If removed, what's the logic behind it? I now have to flip all my maps before importing....
So i am a total beginner to this to begin with and the only knowledge i have is how to import a model, textures and apply them then export the textures/convert them... now what i am trying to learn/do here is blend a camo with the original diffuse map for this weapon model to ''reskin'' it but i would like to maintain the details of the original diffuse such as scratches, text and dirt ontop of the camo pattern while replacing the main color of the gun! the first image is obviously the original diffuse map and the 2nd is the camo i applied in a separate layer using the multiply blend mode but for some reason it becomes incredibly dark.. now is there a more specific way of blending these 2 together while keeping the details from the original?? i have not been able to find good tutorials online or help from people who have done exactly what i said!
Hi Guys, I encountered this issue where I had black outline/border(top image), along my base color map. I think the masking(shading network image) causes this issue, maybe I am wrong, not too sure. Any help will be appreciated. Thank you for your time.Tanner
Hey there,Simple question: Is there a way to deal with ovelapping UV islands when using the UV Tile workflow in the same way there is when using the regular workflow? The ability to offset overlapping islands onto the next UV tile over to have them mirror all the detail on the primary UV tile is convenient for making efficiently textured models, and I'd really like that convenience with the UV tile workflow. Thanks in advance.
Hello everyone! I have subtance painetr version 2019.1.3 purchased since 2017. Recently for my work I moved to another city and bought a laptop with RTX 3050Ti and Intel I5 11400H processor, I downloaded and installed the substance painter version that I can legally work with and I could not start the software in any way, I only get to see in the middle of the screen the name of the software with the selected photo of that version and then it disappears and nothing else happens. I downloaded the 2021 version of substance painter and can install it and start it without problems up to the point where I have to identify myself. Right now I am unable to purchase the latest version of the software and would like to know if there is any way I can continue to work with my old version. At first glance, it seems that the problem is the result of incompatibility between the 2019 software and the hardware. I have looked on the forum at all threads similar to my problem and have goo
Something that I'd like to see is to be able to paint work directly in Render mode like we can do in Keyshot this makes things so much more faster to work with. thanks, Hans
I'm getting glitches and artifacts on every brsuh stroke. Here it is in action:https://www.youtube.com/watch?v=2FA55Voo84g This started happening on this computer on the first Adobe release.Running the latest version with latest available video drivers...Any ideas?
Projecting a texture (Warp, Tri-planar... anything but UV projection) results in this issue. I'm attaching an image. I just recreated it with a simple unwrapped sphere (exported from Blender) and used normal textures shipped with SPainter. Is that a bug? A feature? Or maybe it's because of how I exported the 3D model from other software? Specs: Substance Painter 2021 Steam edition, FBX models exported with Blender.
At $50 per month, Creative Cloud is by far my most expensive software subscription. I purchase it for 50% of the apps included. I do not use premiere, rush, audition, in design, dreamweaver. I have Substance Painter through Steam, but would better integrate via my creative cloud account. However, adding this via Adobe subscription is at least $19 per month. Ideally, Apps included in the "all apps" Creative Cloud would allow for some user choice. For example, I might be able to choose Substance Painter and maybe designer, in place of premiere, rush, audition... Just thought.
How will I continue to use my free student licence for subtance painter and the others?
Hello,I'm using Substance Painter 7.4.1 and Redshift 3.0.65 in Cinema 4D. For color management I'm using ACES config 1.2 for OpenColorIO. And my textures look absolutely different in SP and RS. Seems like something is wrong with Color and Roughness textures. Because the object looks darker and glossier. I've set color spaces in RS texture are the same as color spaces in SP.I'm attaching screenshot of SP viewport, RS RendeView, my project settings in SP and SP export settings. I use "Redshift (rsMaterial)" export template.I don't remember that I had issues like that in previous version of SP and I think this might be about new OpenColorIO integration. What might be the issue here?Thanks,Fedor
Hello.I'm new to substance and i have a problem when rendering the texture i applied in 3dsmax.I used a simple gold texture in substance to try some rendering (pohoto 1). But after exporting the maps (pbr metallic roughness) and aplying them to 3dsmax i got a weird result.. The texture looks like a mirror and i don't understand why .. (I'm using arnold renderer) I used a standard surface and putted the maps like this If you have any idea thanks for your help .
Hi All, I'm pretty sure the answer is I can't do this but thought I'd ask just in case I missed something.I need to be able to pass a Random Seed per cycle i.e. if the cycle is set at 1-20 i have 1 random seed per cycle. or some way to persist a count between stamps that I can manage myself.What I'm trying to achieve is passing the same dynamic alpha to the brush for the duration of the cycle so say 20 stamps then getting the next one. From what I can see this is not possible, no way to persist any sort of state between stamps and the only other options are as below, have I missed anything ? When creating dynamic brushes for substance painter the exposed variables in the documentation arestampCycleCount total countstampIndex iterates through cycle count resets to 0 each cycle$time in seconds but can't get brush velocity to do anything clever with that as a workaroundIn painter from a random seed point of view you can have single, random per
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