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i need help for this problem.I'm importing my low poly model into subtance painter , no porblem here but I get this error when baking high poly mesh
I exported a dress mesh .obj from marvelous designer into substance painter. I watched the stitching tutorial on Adobe youtube about creating anchor points and practiced using the sneakers provided. When I tried to add stitches to my .obj the result is blurry, it doesn't look like stitching at all. I took the sneaker substance file provided in the tutorial and tried the same stitching and it looked fine. I don't know what setting to use or what file type I need from marvelous designer to get the stitches looking as they should. I was trying the complex stitching that looks like overlock. What program was used to export the mesh in the tutorial here: https://www.youtube.com/watch?v=dIO6cJiE7JM Can anybody tell me what file type or maybe it's my export settings. Export Settings: Single Object, Thick, Unified UV coordinates Import setting I tried OpenGl and DirectX Thanks
Hi everyone.i sculpted a high detail model in zbrush and want to paint in subtnce painter.(i use subtance painter 2018), i export FBX from zbrush and i import to subtance.when i want to bake the maps, resualt is the black and empty map. i searched in internet and find same problem like this. and solutions like scale.Thanks if you can help me. Pic 1:sculpted model with 3.6 mil total point in zbrus. i decimation it and reduced to 30 k. Pic 2:Black maps in subtance
When doing "send to stager" the object shows up invisible.
Hi everyone. First post to the community from a probably somewhat confused guy.I am kinda lost in the Adobe magical universe and would like some workflow advise from people that actually know what they are doing haha. First of all I'm not a pro at any of these tools so talk noob-level to me please, I appreciate it. This image above is what I created. I use it to create 2D external panels for Flightsimulator 2020/X-plane and code them in Air Manager 4. Now the question is: "How would your workflow be to ad the grunge (edge wear) effect?" It's currently still missing from the rotary knob by the way. - would you just paint it on with grunge brushes in PS?- would you somehow do it in substance? What I did is:1. designed the dial with Photoshop2. designed the bezel in Blender and UV unwrapped it3. imported into substance designer4. created the edge wear effect with mask editor and grunge texture5. exported the color map6. imported the map into PS and aligned it and set
I want to open the UDIMs that I have exported from maya in Substance Painter. But when I open the file I get an error. I attach a couple of images in case someone has the solution. One image is of the configuration of how I create the project, and the other of the error that it gives me.
After i import a mesh from Blender to Substance Painter i get this. I've tried many different ways of exporting a mesh from Blender and changing it before exporting, but in the end i always end up with these glossy faces in Substance Painter.
As it says.. on latest version of SP 7.4.1-1418, latest NVIDIA GPU studio drivers 30.0.15.1109 [uninstall with DDU in safemode/fresh install and removed allegorthmic/Adobe prefs] , latest windows win 10 v21H2. any ideas? thanks
3D edit modeStandard view modeThis isn't isolated just to this material, some other shiny materials act in the same manner. Has anyone else experienced this issue?
Hi. I am trying to create a texture or height map maybe from a alpha that can be made transparent but reflect the material underneath on the mesh like the crystals reflect the color on the shoe that they are on.Example is attached(Crystal gems)Does somebody know how to do this?Thank you.
Hi there, im new in substance. So while working in my second model (never had an issue with the first one), I´m trying to export the textures to an AiStandardshade from Arnold, but every time i getting this message: [Library agent] Failed to save updated preset 'Arnold (AiStandard)': The default library 'starter_assets' is only available in read mode because you don't have write permission on it. I just checked and none of the presets are available to export. So I reintalled the program two times and deleted all files installed in documents and nothing, this continues to happen every time. Any one knows how to override this? Thanks!
Hey guys, I am trying to use the substance painter vray shader for the first time, but when switching to vraymtl metallic shader the material (which is not even a material yet, just a standard fill layer) looks very reflective. When I take the roughness all the way up (as in no reflection at all) I am getting this weird cartoony look. Why is that? am I doing something wrong?BTW if I am using the VrayMtl specular it looks fine
Hi – evaluating Substance Painter (Substance 3D Painter, version 7.4.1Build 1418 - 7c8c2fc4fdff1f8e3d4000066a023321898b6277) and I am getting a consistent error trying to bake maps. Using the Adobe Spiderbot demo file or any of my own FBX files created in Maya – the baking fails 100% of the time with the errors below. For spiderbot I’m using the bake defaults as in the tutorial video – his works perfectly, mine fails every time.- screen grabs below...https://gyazo.com/7b09ba4827b5ce9e065d17d9c4e6cfdehttps://gyazo.com/39ac0037067cfa030ed1f322bd16354f I’m intending to buy but would like to know is this a 30 day trial feature removed, a bug…….? Many thanks
Hi there,Substance Painter 30 day trial edition crashes to a white screen on startup. I had a temp fix - turning off my Cintiq and using one monitor would let me start the program for awhile, but even that seems to have stopped working. Both versions (Allegorithmic's 2020 version on Steam and Adobe's 7.4.1) have both done the same thing - they'd allowed me to use the program once or twice with no problem, then started crashing one hundred percent of the time past that point. Solutions tried:- I have two monitors (one cintiq, and I've tried moving the monitor cables as suggested and turning off one)- Device manager says I have up to date drivers for my NVIDIA GeForce RTX 2070 SuperI don't have a lot of technical skill so I'm having a hard time knowing what to try next. It's a brand new computer and a super simple low poly model. I saw that their might be a fix coming shortly, but in the meantime any kind of work around would help.
Hello,I'm trying to texture a character with Substance Painter 3D - I've been having issues with rendering my textures in Arnold with Maya. The metallic texture shown in Substance isn't appearing in Arnold - I have the metallic node plugged in, set to raw color space and alpha as luminance is checked, there's also an HDRI illuminating the scene so I don't think it's a lighting issue. \ Any ideas?
Hi all, I am developing same pipe tools for my studio and now I am implement inside subustance but I have same issues to find Python API to set and query Project settings , above all , what I need is to set UDIMS UV Tile Settings when create a project via API.Is that possible or we dont have API for this?Thanks in advance
Substance Painter hangs on the start screen and doesn't load.
I am struggling to understand the purpose of ID maps. I have a substance project with 10 pottery objects and 3 UDIM tiles. I have multiple materials per tile. I don't have a high res mesh. I don't need one. Do I need baked ID from Maya for the textures to export right?
Hello, I wanted to try Substance 3D Painter so I started a trial in the CC app, but it already says that the trial has ended by the time I finished downloading it. What's up with that?
1. Cusotm linear to sRGB conversionIn the documentation it states that: You can override the automatic linear -> sRGB conversion in the viewport by putting this line in your custom shader:#define DISABLE_FRAMEBUFFER_SRGB_CONVERSION But using this flag inside my shader doesn't seem to work. Is this flag still supposed to work? 2. How is the Normal+Height+Mesh computed?I know that I need to use the normalBlendOriented function to blend 2 normal maps and also normalFromHeight to get the height normal map. I managed to get to a pretty close implementation but there is a problem if the normal channel is just partially defined (so checking is_set is not enough). I kind of solved this issue using mix and the length of the channel_normal to lerp between (texture_normal+height_normal) and channel_normal. If there is the exact implementation somewhere it would be very helpful.
At the moment my Substance 3d Painter is version 7.3.0. (In creative cloud)A few months back update 7.4.0 got released but I have not recieved the update yet.Was wondering how to get the newst version on creative cloud. Thanks.
I need to instal version 7.1.1 of Substance painter. Is this possible if I haven't installed it previously?
I am exporting UDIMS from Substance to Mari. I am using the Spec Gloss work flow, wondering why can't you add an opacity channel and if there's a way around this? When there is dilation or padding around the UV islands the textures won't show up right in Mari. I have tried selecting No Padding (passthrough) but this doesn't work without an opacity channel
Hello everyone, I've been wrestling with a problem for hours, trawling through youtube etc and can't find what's causing my problem here. I have a model(s) I've built and UVd in Maya as low poly with the idea I subdivide it later for rendering. The issues being when I subdivide the mesh and take it into Substance. Following Substance training videos I use "convert smooth preview to polygons", load into Substance and all appears good.It's when I bake my mesh maps (4096) that I get the first indication that all's not well. If I view the mesh maps I'm getting horrible stretching and seams at the edges of my UV shells. I don't see anyone else having this problem? My UVs in Maya are not overlapping. I'm pretty green to Substance so if someone could point out what's going on that would be fantastic.
Hi o/ I try to bake a .OBJ sculpt on a .FBX low poly before start the textures and i tried all i know but impossible to succes the bake. My sculpt is rlly high poly so i separate it in several parts, and do exactly the same on my low poly.Each time i try to bake a part, substance take its time, it's ok but it give me empty map or map with nothing on it.Here : thickness, diffuse (it's ok here i didnt put color for now), curvature and normal maps I checked all files, and all high poly and in correct position on the low poly.I tried to import again both high and low poly files, to reduce resulution, to reduce weight of file by separate again some parts.I had some error some time like "mesh normals are invalid", "unexpected illumination model" or the last one this morning : "no object detected to attach a new mesh instance". Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps.I tried to bake a differents ol
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