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I am having trouble with baking the high poly mesh onto the 3d model, this is not the first time this has happened either. I run into this situation often and was wondering if anyone could help with this problem. I will attach a screenshot of the resulting bake as an example as well as my parameters. these are the steps that I took.1. I opened a new project and set the template to PBR - metallic roughness with a document rez of 2048 and a normal map format set to DirectX then i hit OK (Ileft everything as the default with nothing checked).2. once my mesh loaded up I then proceeded to select each separate texture set from the texture set list and bake the meshes for each with their respective maps. 3. Once I hit bake mesh maps , the baking window opened and I changed my output size to 2048. Then I went to the AO section and raised the secondary rays up to about 155 and clicked apply to all. in the common parameters I set the antialiasing to sampling 2x2 and match by mesh name.4. I
Hello there ! I am super new in substance and want to know if there any way to get the graphics of this amphora and put it to my 3D model
Hi, just starting with substance so forgive the super newness. I know how to use a bevel as an alpha and add a straight line bevel detail on the normal channel. But is there a way to add a bevel that follows a non straight path? like along polygon edges? Or even just along a path traced by the mouse cursor.
Hello,Sorry for a potentially very stupid question. I downloaded a hardsurface decal from Marketplace (Square plastic air ventilation grill), it's a sbsar file. And it's quite easy to use, just drag and drop it onto the model. However, I'm asked to select the channel (for example base color) and all the other available channels are not being used.I can add them later by dragging the decal again onto the roughness and normal channel in the properties windows, however, I need to change all of the different settings so they match . If I want to do that for Metallic, Roughness, Normal and Height, it's a lot of settings I need to adjust. I also tried using the projection function, which is probably the same as dragging it onto the model. The result is the same anyway. Is there any easy way to use all available channels in a sbsar decal? Thanks,Ole
I need to get an accurately located asset from substance to maya (its from a laser scan, certain points need to line up with reality). I was struggling matching my Substance painter displacement maps with my maya arnold displacement maps (they were bloating and not attaching to the original mesh) so I thought I would try export the mesh from substance instead. I used the sample mesh as a test and put the tesselation high to start with and exported an obj and fbx. Maya couldn't open thes files. So, I tried it on low and the result is peculiar, it's like a line of triangles stringed together, see screenshots. The two files aren't even in the same place in the world space. Why is this happening? Also, is there any way to get an accurate replication of the textures from substance to maya, especially for displacement maps (other than just eyeballing the scale zero value)? I've watched every tutorial on this I can find and it seems like bloating is
Hey everyone,I am fairly new to substance painter so bear with me. I purchased a Kitbash kit and would like to give it some nice detail in substance painter. The model consists of several objects which share some textures. When I import the .fbx to Painter every material has it's own texture set but the UVs seems to be messed up somehow. What is happening and is there a way to prevent this? Thanks in advance!
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I am sorry if this has been covered elsewhere, I tried my best to look for similar issue, but to no avail.Here's the deal. I am trying to place a decal on my model that would play a role of a sticker slapped on the front panel. After some research, I found that the best way to do that would be to make one in SD. I think I've done it properly, added opacity output and all, but when I import it into SP something wacky happens.First of all, for some reason underlying layers keep feeding Normal info to it, despite my decal having Normal turned on, that should . (You can see the grainy texture coming through as well as some lines)Then opacity renders part of my mesh invisible at the place where my decal is located. I can kinda see why this would happen, so I tried to switch my shader to non-opaque, but then it just affects the underlying layers in some weird way -- nullifies metallic info on front plate, makes grainy plastic shiny, etc.It seems that I've tried everything and I still ca
How do I export a displacement map? I chose all the PBR export variations, but the map does not export.One of my channel has displacement turned on and the valuse is not set to zero. Seems like I'm missing a checkmark box somewhere.
Hi I have updated my subscription. I really could do with a key to run version 6.1.3 of the painter... my work hinges on that and it must remain at that version. Where may I find the licence key files for the product on the adobe website?Many thanks
Hello. I noted that all my projects is not using more than 10GB of RAM, i have 64GB of RAM. My substance is very slow after some work and also is using the 99% of cache disk usage. My specs:RTX 3070 8GB VRAM64GB RAM Intel i 7 11thgen500GB NVME Storage also tryed on my other PC (Same problems)Intel i7 6th gen64GB RAMRTX 2060 Super1TB NVME Storage
Hi everyone, Just getting back into subtsnce painter and got a material from the Adobe Substance 3D Assets library (I have a subscription) and download the sbsar of this https://substance3d.adobe.com/assets/allassets/5775c138a13530eebf6e4bdc459982d342099383?q=stylized%20leaf&u=stylized%20leaf As the title says, each time, no matter what specifications I give it, it fails to import. I tried drag and dropping into Substance and File -> Import. I also imported other materials successfully and uninstalled/reinstalled Substance Painter 3D to make sure I am running the latest version and there is no missing files. I'm a bit on a limb here, as I wouldnt' expect a paid material to not be working? Cheers
Hi all. I'm attempting to make a low poly rock, and as you can see in the image my normal map has a serious seam along the lower portion of the rock. The seam isn't visible on the color texture but once the model is exported back to blender or into other software the seam becomes a serious problem. What can I do to eliminate seams like this on my normal maps?
I think this is a baking problem, I'm wondering if there is any solution.Problem: Whenever I bake my model, the pieces on top of something will get sortoff pressed behind it, giving it some kind of imprint on the surface behind it. Thanks in advancePicture to show what I mean here:
In v7.4 with the initial OCIO implementation without support for OCIO roles the color picker works in the working color space (ACEScg for an ACES config). Hopefully this will change to use the color_picking role. It is problematic to us the AP1 gamut for picking colors for materials as this contains colors on the out gamut bounds only found in lasers. Better is to use scene-linear sRGB/Rec.709. Secondly, the color picker currently samples the displayed color, including both lighting info as well as the Display Transform. A workaround in order to pick a color from the viewport is to change the Display color space temporarily to Raw (thus removing the Display Transform) and also set the view to BaseColor rather than Material mode (thus removing shading/lighting), to sample the color. It would be preferable if the color picker sampled the actual raw base color 1:1 from the view port. This is the behavior of many other DCC apps that use OCIO. Please consider this in a futu
I opened a substance painter file .spp but all texture and geometry is flat pink in material mode in viewport. When I go through colour and the other channels, everything is fine, the problem is in material mode. If anyone has any idea why is this happening, please let me know. BestPraveen.
I need to get a preview image of the.spsm file. Can I do that using Python?
Found this thread on Reddit which is almost my exact problem but they never seemed to answer it.https://www.reddit.com/r/allegorithmic/comments/m0oq28/weird_stripingartifacts_on_exported_normal_maps/I've noticed striping on my Nomal Map when I use Smart Materials. A test with a "regular" material generated no problem but also the Normal Map was flat. I've attached the texture files of a dirty sink with a rusty faucet. Both part were made in the same way but the fuacet turned out fine. I'm new to Substance Painter and love it but can't figure out what's going on, especially since the problem isn't a consistant one. NOTE: I tried to attach my Blender file and Substance Painter file but got an error message so I've attached all the textures instead.
I have ACES enabled. But when I export my textures, only the Glow channel is converted to ACEScg, not the other color channels (diffuse and facecolor).Any ideas where I can change this setting in the template?
Hey there I am trying to add a metallic effect to my paint layer, but cannot find how to do it, and when I change the slider on the paint layer it does nothing currently (because I am using projection to paint on the model). Thanks,Henry.
HiI am on a Alienware Aurora AMD Ryzen 9 5950X 16-Core Processor 3.40 GHz with rtx3090I just installed the latest version of adobe Substance Painter to replace my older algorythmic subscription.I open substance painter ( latest version installed and up to date as of Nov 16 2021 ....7.3.0 build 1272 ) I try to dock either the Shader settings or Display Setting pallet to a new location in my window and it crashes each time. I dont have a file open ( so not a file issue ) but the same crash happens if I open a working file. Its fine if I leave the Display settings as a floating pallet ...but I prefer to dock it. I am able to dock other palletes to different locations such as the history or log pallet but not shader setting or display settings. * my first instinct is to update my GPU drivers ...so I will try that but recently updated them. * I will try reinstalling it through cloud but means I have to reinstall my assets (
Hello,I have 1162 points from my old Substance account that are "Not Eligible" for transfer, but my 231 assets apparently were eligible. My "Adobe Points" are 0, and clicking the synchonize accounts button does nothing but spin for a half second after clicking it the first time with the popup that showed what was (or rather, wasn't) eligible. Where are those 1162 points I obtained? I would like the points so I can download assets for use in external software (Unreal, Blender,) but I have no immediate need for Substance Painter or Designer, at the moment. Previously, I was able to download files using my points just fine after my subscription lapsed (I don't know if this was standard, or due to my old perpetual liscence.) Needing to be actively subbed to download a few textures is news to me.
Hi All, Ive just updated my Painter Designer and Sampler apps. When I try to launch from the desktop shortcut I get a license expired error and the apps point me to my old substance 3D account to renew. If I open Via creative cloud the apps work just fine anyone have a solution to this?
Hi thereIm working with some reasonably low polygon models that i would like to bake AO for. Currently the results are faceted due to this Im guessing, but i was wondering if it was at all possible to smooth this result somehow without using a higher resolution model? many thanks for any helpNick
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
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