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Have a question that I have not been able to find a workflow that works. When we are designing plastic parts, they typcially have a Mold-Tech texture on them that is very small in details. We also have a Stratasys J826 3D color printer that can print both colors and textures on printed parts. Grabcad is supposed to be able to print textures from Bump Maps but that is currently not working so I have been trying to do it with a deformed mesh. I have been trying to use the "Export Mesh" command in Painter to export the deformed mesh that is on the OBJ files that I imported. The mesh will create millions of triangles but the mesh is still very coarse. I'm assuming that the UV's are not dense enough to be able to replicate the very dense texture but I can't figure out how to increase the density of the UV's since the trial part I am doing is simply a flat plate.
Hello Allegorithmic Team,I hope you’re all doing well!I’d like to propose an enhancement for the user interface of Substance Painter, specifically regarding the Asset Shelf. Currently, accessing the shelves (Project, Starter Assets, Your Assets) requires navigating through a dropdown menu in the top left corner. As many artists frequently use these shelves, the extra click can be cumbersome.I suggest implementing dedicated icons or tabs for these shelves. This change would allow for quicker access to our customized materials, brushes, masks, maps, and smart shaders, significantly improving our workflow.Thank you for considering this suggestion. I appreciate your attention to this matter!
Hello, maybe somebody could help shed some light for me on this issue I've encountered with export exported images from substance painter. Could also be a question for Apple support too. When I export images from Substance, I can right click on the BaseColor outputed image and click "Get Info" and I can read the following: Dimensions: 4096 x 4096 Color space: RGBAlpha Channel: No But when I go into preview and just re-export them I more information and can read: Dimensions: 4096 x 4096 Color space: RGBColor profile: sRGB IEC61966-2.1Alpha Channel: No The key difference is the "Color profile: sRGB IEC61966-2.1". Is there a way I can have this embedded upon export from substance painter?
Hello everyone!Hopefully someone can help me out here in regards to color spaces, using the eye dropper, and hex codes...So, here's the situation... Right now, I'm using color space ACES - Raw, color picker and eye dropper are also set to ACES - RawI have this color palette at https://www.color-hex.com/color-palette/1061900Let's say I pick the purple color, which on that palet is 7851A9..if I use the eye dropper to pick the color, it appears brighter on the color picker, and even brighter when looking at it in the texture properties but has the correct hex code. But, if I typed in the hex code, it appears darker in the color picker, but appears correct in the texture properties..if I switched to ACES - sRGB, same thing happens, except that if I type in the hex code this time, it appears correctly... I don't know if this is all buggy, or what...and I know this all sounds strange.I'm curious as to WHAT I'm doing wrong, and what color space I should be usi
hey so i textured different parts of a diorama in substance painter - meaning each part has a different substance painter file, but i wanna know how i can open them up into 1 single file where everythings textured and into place
Hi all, i want to set up a project for my design students (higher ed) where they design a fantasy globe, using Adobe Illustrator for assets to appear on the globe, Substance 3D Painter to place multiple assets on a globe's surface. So far so good. But how can i render out the globes surface as an equirectangular map? I'd need it to convert that into so called globe gores (using NASA's freeware g.projector). I am looking for a detailed tutorial on how to import/link Illustrator assets to Painter 3D and how to export the globe's surface as a equirectangular map. Any help appreciated. And of course i'll share my workflow with you. Thank you in advance.Michael
Hello.I want to add screw normal decals to my planks but as you can see in the screenshot, it uses the plank's material. How can I make it metal?
Hello there, I am still using the legacy version 2019.3.1 of Substance Painter. I had a RTX 2070 Super GPU and I changed the keys for TdrDelay and TdrDdiDelay and did not get the error message for a long time. But suddenly it was there again and I changed it again but the error message stays.Now I have a new GPU RTX 5060 ti 16 gb and the same error is showing up although the settings in TdrDelay and TdrDdiDelay are set to 60.So it can't be the GPU. Substance worked despite of the error message but today it crashed. So now I do not know how to get rid of this error.Thx for any help:)
Hi, there's this issue I'm having and it's driving me insane. When I bake the details of a high poly mesh onto my low poly one, most of the options (Normal, Curvature work just fine, all of the details get baked into every UDIM tile that's there. But, when I try to bake a height map, it just doesn't do that at all and it only tries to bake the details on with two specific tiles for some reason. I'm using the new automatic cage feature to bake it, but the height baking only seems to not act up when I use the "distance-based" option which I absolutely dont want to use because then I would have to deal with those stupid artifacts that the only known solution to fixing is to manually draw over them. please please PLEASE give me an answer to what's causing this, this is driving me mad
Hello! I'm experienced with Maya and other 3d programs but am fairly new to using Substance. I'm encountering an issue I can't seem to find any documentation on: when I import certain meshes into Painter, it tells me:"Mesh normals are invalid (some values are null) and will be recomputed"...and then re-calculates the normals itself. My mesh has a lot of custom hard / smoothed edges, and when I bring it into Substance it basically softens all the edges, leaving it looking pretty gross. The mesh looks correct in both Maya and Unity, as well as in Blender. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. and then re-doing all my custom hard edges and re-exporting to Substanceexporting as an obj and then re-importing into a fresh Maya scene, and then re-exporting to Substancethe classic "cube trick" (combine the mesh with a cube, delete the cube faces) resetting fbx export settings a
I cant seem to find an option to reorder the layers or move existing layers to group etc. Yes we can use insert fill or insert_functions but what if the layers are already there or I want to move those to a group. critical for batch operations or cleanup of files.
Just as the title says: the blending mode of a layer appears on another monitor on Windows 10 and Windows 11. Its been years since this bug was reported and it was never fixed.
I can't download or use materials from the comunity... i do not know why!
I tried all that I can think of🥲 But when I bake in substance paint, I keep getting this weird missing parts on AO and Thickness..I checked the UV, normal direction, settings, but can’t figure it outCould somebody please help me with this?? I’m desperate to fix this..
Okay, so I'm doing a project for school. My model has a rigging system. When I try to export an FBX file from Maya, I get these two errors. What do I have to do to fix this? I tried going to Edit > Keys > Bake Simulation, but nothing I do is working. Thank you for your help. 🙂
I know that people have been clamoring for a SP<->Photoshop feature and I was stoked to see the option in the export settings. It worked great sending the files. Now is there a way to link them so that changes made in Photoshop will be brought back in? For all the people dismissing Photoshop as a valid hand paint program I haven't seen anyone talking about the fact his feature exists. Is it because we're not quite there yet? I'd happily make a YT video to help out the community if someone could help me solve this puzzle
Well, the title is pretty self explanatory. In the Substance 3D student license website, I put my e-mail to proceed in the verification process, but no e-mail arrives. I already tried with my Adobe account e-mail, with my educational e-mail, with another personal e-mail but no luck in any of this attempts. And if I try to put the same e-mail adress again, then a message shows up "UniqueID already exists".
I created a jacket in CLO3d and exported as OBJ for use in Substance Painter. After baking my pockets become very dark (and collar is lighter). I feel it is due to the ambient occlusion reading the position of the OBJ when imported - the position of the OBJ is not straight. The dark pockets are also visible when adding a material to the jacket and it looks like the pockets are made out of a different material. How can I make sure the the ambient occlusion is more even (so thepockets doesn't become so dark)? I have checked UV normals are facing the right direction. I really appreciate some advice.
Is there a way to fill a closed Path in Substance 3D Painter?I was excited to see that paths can be used to project brush strokes, which is highly useful, but I could not see any instructions or examples to make a closed Path filled with something. If this is not an existing feature I assume that it requires a different technical solutions than brush strokes.However, it would be very useful to be able to draw solid shapes on surfaces using paths, which is something I would find highly useful when doing elaborate pattern designs on uneven surfaces. Regular brush strokes would not give the same amount of precision for clean edges, etc.
When i baked low to high in substance painter, it looks like the lowpoly mesh is going through the highpoly mesh. Also there are black lines on the outside
Hey Substance Community!I’d like to introduce UV-Remap – a tool that allows you to edit the UVs of already textured 3D models. This is perfect for merging models with different UV maps and texture sets, or for freeing up space on UV maps to add geometry. Check out this 20-second video for a quick overview of UV-Remap.Features:✅ Edit UVs without retexturing✅ Merge multiple texture sets✅ Free up space on UV maps✅ Tangent-space normal map support✅ Texture Padding/Dilation✅ Support for non square textures✅ Automatic packing vor square textures✅ Dark/Light-Mode✅ Simple and intuitive interface
I got the Adobe Substance 3D Collection Education 12-month subscription for students, I want to know if i can use it for commercial purposes, i tried looking on the website but i am still not sure
Hi all,I am a 2nd year 3D major, my Substance free trial ended a few days ago.When trying to request a new code here:https://substance3d.adobe.com/education/I get a bug on step 2 telling me my ID already exists,I need to get a new product code so I could send my approval documents to identit-e.The online support was...dissapointing to say the least.I was bumped from one support rep to another the moment I told them I am not interested in buying in "a special offer", because the FAQ clearly states I can renew if I send the docs. 5 reps, none could help me. One even suggested "make a new email and make a new ID", seriously?Anyone knows a way to get the product other then making a new unique Id (which is not ideal, because my CC liscense is on the current ID).Thank you.
Hello, I'm quite new to Adobe Substance Painter, so my question might be a bit dumb, but I can't figure it out. I have weird Ambient Occlusion on my model. The shape is pretty simple and Low Poly, I've checked all normals. If you have any clue. Top Left: UV In BlenderTop Right: Model in Blender with Seams and SharpsBottom Right: SP Normal & AO MapsBottom Right: SP 3D View
I just wanted to post my solution to this error that was preventing me from saving in Substance 3D Painter 7.4.3. I had seen several posts saying this is caused by having lost/unallocated textures in the file, but I did not have any. What solved the issue was deleting the default "Layer 1" paint layers that Painter automatically adds to each texture set. I imagine any empty layer could cause this error. It seems incredibly neglectfull that the file defualts that ship with a software are completely preventing user files to be saved in some cases. Filing a bug report for this as well, but figured it would be useful as a topic here in the meantime.
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