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Has anyone been able to pack a Subsurface Sactter texture into the default Subsatance channels and see the subsurface scatter in the Unity HDRP? There seems to be a way to add maps to the alpha channels. The Subsurface Scatter texture is not an option. And the Subsurface channel is not among the default channels. The link to the Unity/Substance plug-in cannot be applied to this post.But the website is: substance3d.adobe . com > documentation > integrations > generated-textures-packing
Hi i have problem with curveture. I making a model with 3dsmax and apply reset xform and unwrap uv modifier and export it as .fbx but when i bake curveture, its been like that. Missing or weak edge curvetures. What i doing wrong ?
Hello, I am writing to bring your attention to a bug in the new addition of OCIO support in the latest release (7.4). I author materials using the PBR Metallic Rough shader in Substance, and I export my textures to RenderMan. In the export process, Substance automatically converts the 'Base Color' and 'Metallic' channels into the 'Diffuse' and the 'Specular' channel for use with the PxrSurface shader. However, despite the 'BaseColor', 'Diffuse', and 'Specular' channels all being color managed correctly when viewing them in the Texture Set Settings, the 'Diffuse' and 'Specular' channels that are converted automatically from the 'BaseColor' and 'Metallic' are not color managed and it will not allow for exporting them in any color space other than 'raw'.
Good dayI have a problem where the Dirt Smart Material does not appear on the object but it shows as assigned on the object in the layers tab. I did have this problem before then just restarted the program and it worked again. But now it doesnt want to work i even un installed the program and reinstalled it.
My issue is very simple, but the solution seems to be difficult to figure out. When I load in a mesh and try to apply a material to it, it doesn't display on the mesh. It remains as the default grey. Even when I load in the sample files like Mat or the sample sphere, which are already unwrapped. It's absolutely not a UV issue. When I load in a low poly mesh that I've created (perfectly unwrapped) and bake the high poly mesh on it the maps bake, but they do not display on the mesh in the viewport (not on the 3D mesh or the UV view). In the maps panel it shows that the low poly has the details of the high poly (ID, Normal, etc..), but they do not display. I've looked everywhere for a solution and can't seem to find anything on this issue. I appreciate any help. Thank you. Chris
I just got Substance 3D and wondering if I can use the same subscription at 2 different work stations? Not at the same time.
This randomly started today. When loading even an empty scene, my viewport is isolated to a small box on the bottom left and the rest of the viewport is empty. My cursor is also misaligned when hovering. I restarted, I checked my display drivers and everything seems normal. I've attached a screenshot and a log file. Any help would be appreciated.
I'm not sure how to go about doing this operation. I have set things up as best as I can (I asked another question here and it never got an answer on how to properly set up a UDIM based figure for painting so I did my best). As you can see the lip and inner mouth textures are on seperate blocks but I was under the impression that SP will allow me to paint over these areas to blend them out better but it's not working. I have a layer set up for the Inner mouth layer and that enabled the paint brush. I have that set to Pass Through and I THINK that worked on the last project but this time around it's not working. So not sure what to do here. I NEED HELP! thank youRichard
I just started using Substance Painter and I'm only at the intro level so far. I've been watching some SP tutorials online and I've noticed that one topic that has not been covered in any of these tutorials is how to import my own 3D models.In these tutorials the sample models are being used and once I open them the UV's are included. I would like to know how the import process works for personal models and do I need to create the UV's myself (I currently use Maya), or does SP create them for me? If somebody could please direct me to a tutorial on this issue I would really appreciate hearing from you.Thank you.
So i found this material: https://substance3d.adobe.com/assets/allassets/d69c124a23418d8b5ad1e7091823f8023d853591?free=trueor this:https://substance3d.adobe.com/assets/allassets/c0d346554a8b58df98efef5afa25ae5056d28657?free=trueI understand that i can put them on my model. But what can i do next? I dont have same walls material as in this windows, so how can i make house look like it made from same stuff? I cant replicate same walls as used around this window, so they will stick out.
Hi, i'm using an old version of both softwares cause my perpetual licenses head up to those two.I installed and evaluated both on a new laptop and i can't get them to work. I already done all the suggestions written on the help pages about this issue, like check other softwares compatibility or about drivers to update, and tried solutions founded in other forum topics. Nothing works.I'm attaching both logs to see if someone can figure out what's happening. Seems to me that the only thing that goes wrong is that both software are tring to load something from a folder named MDL in Nvidia Corporate Files, but that folder not exists.
Hello, is there a Substance Painter tutorial that describes how to create proper hard surface SSS for Unity? I would like to create a proper SSS with Substance Painter and export to the HDRP material in Unity. I would like to get an SSS that looks similar to this embedded internet reference.
Why a filter with just transform node in sbsar turns L16 Height channel into looking like 8 bit one with stepped gradients? What am I missing?if set the filter off it's back to normal .The filter is basically input>2dtransform>output. Same sbsar works just fine in Designer or Sampler with perfectly smooth height gradients. Same happened when I tried to use fx-map to control transforms instead of transform node.
Hi,I really need to figure this out once and for all. I did have some notes on how to do this but I have a new computer now and I think I may have lost those notes as they are not where they should be. So here I am asking again. I have a male figure from Poser I want to make some character maps for. He has UDIM UV set as most do these days. So I got him exported from Poser and he comes in with quite a few UV's that only show when that UV is selected. Not sure if that's going to affect how I paint over seams or anything else and quite frankly I'd like to see this whole set up simplified for future endeavors. As an example he has lips, head and inner eye on one UV but in SP those all come in as seperate UV's and I don't want that. So my main question is how do I merge these three together? If not from within SP then how about a UV Mapping program? If that's the ticket then I just need to know how to go about doing
Hello.I'm a student very new to all things 3D including substance, so forgive me if this is a stupid question. I found it necessary to make a sculptural amendment to part of a character model I'd already baked and textured in SP.I was really pleased with the highly complex paint job I'd done on the head and wondered if it were possible to use that texture from the original session in the .spp of the revised model?Any help would be really appreciated.G.
How do I get the layer opacity to work if there is a texxture plugged into the Roughness or Metal channel?1. I created a fill layer.2. Plugged a texture intoo the Metal channel: turned off all the other channels.3. In the Fill layer Opacity control, tried to adjust the Opacity, but nothing happens.
Tried many options. Fbx exported from Maya.everytime I import substance painter will throw an error [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed never had this issue before. seems like a regression to me.
When I create a new paint layer the materials automatically become the same as the previous paint layer. IIf I make changes, they change for all paint layers.I made a video.
Hi, I'm trying to use the Substance plugin in Unreal Engine, but it does not appear as an option in the Add/Import menu. I have installed the plugin, and have activated in in the plugins menu in Unreal Engine. I'm working with Unreal Engine 4.26, and I have both the older Substance Painter, as well as the Newer Adobe Substance 3d Painter. I am on Mac OSX. Any ideas? Would love to get the plugin up and running!
I just downloaded and installed Substance Painter and when I'm about to open it I get some notion/issue/error (I don't know how to classify it). It says: Sorry, something went wrong this is lkely issue to our end, but it could be that you're not connected to the internet. Please check your internet connection and then try again later. I don't understand what went wrong since I am connected to the internet. I checked it. And I also disconnected and then connected to the internet again, but with no changes. I'm still getting that message
If I currently use the soon to be discontinued Photoshop 3D functions to wrap labels onto propducts for comping, which Substance product best covers that basic function?
Hi, is it legal to use the Steam perpetual licence for business/commercial use? Or is the version on steam only for private usage? ThxStefan
I want to create space ships in Blender and use painter to the do the texturing but I'm unclear if I need Stager or not to do that? I also see there's a plugin? Is that needed as well? Do I need the collection bundle, or I can get away with the cheaper subscription if I create the models in Blender and do the texturing with painter?
When I set the output to less than the texture output and exported it, I could not confirm Dithering on the display.Also, when I exported both with and without Dithering and compared the difference in pixels, there was no difference. Is there some other setting I need to enable Dithering? Texture Export SettingsFile type"tiff, 8bits + dithering"OutputMaps"BaseColor"
I am having this one concern on where I want to use a smart material on 1 of the 2 meshes that I have, the other one being exactly the same, but with a different position. The thing is that the smart material has textures as layers (from the Assets tab), so when I import it to the mesh, some parts of the original texture that were in the other mesh didn't appear correctly on the one that I imported it to, I've heard that this is due to Substance's smart material behavior within Layers. Correct me If I am wrong, but is there a way to fix that? I did find one, but it's manual and doesn't fix everything in the texture, since some are layers and can't be adjusted.
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