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Video: https://www.youtube.com/watch?v=1p1l-cAd0Nc I am getting pretty nasty edge bleeding, and I can't resolve it.I tried so far all all different Alignment methods.UVCameraTangent WrapTangent Planar and all different Siye Spaces:ObjectViewportTexture None of it could resolve the bleeding. What am I missing here? Thanks for any little help, appreciate it!
I have been using 'pbr-metal-rough-with-alpha-blending' to apply opacity.However, it was insufficient to express materials such as jewels. Finally the asm shader has been updated .I thought the public image had the solution I was looking for.The surface of the coat and sheen completely satisfied me. But I added a translucent channel but no transparency applied.What conditions are required for translucency to be applied?In my substance painter, only the 'asm-asm-metal-rough' shader exists and no other asm shaders for alpha blending are visible.
Hi,I recently got Substance Painter through Steam. Depsite my computer not meeting the minium specifications the program still opened and ran normally for quite some time until it stopped responding due to a roughness slider input that probably asked too much of my computer. Since it seemed to be permently stuck in a non-responsive state I manually ended the task in task manager. After this, the program would open, but, whenever I tried to create a new project or open a previously created project (even projects that come with Painter) the program would crash. I uninstalled the program in Steam and reinstalled it, but the issues continue. Strangely enough, when I opened Substance Painter after reinstalling it, the program somehow knew that it had crashed on its previous launch before it had been uninstalled. I also tried validating the program files in Steam. This showed that 14 files had problems and would be fixed automatically. Despite this, the program still crashes when creating or
I've been working with Adobe Substance3D Painter ver 7.3.0-1272 using the remainder of my Allegorithmic license. Now that I've transitioned to the Creative Cloud launcher, it says this software version is not compatible with Windows 8.1 and I'm blocked from installing it. On the CC website, I was given the option to install a trial ver 7.1.1. Unfortunately I'm in the middle of a project, and substance scene files are not backward compatible. I'm curious if there's a work around for this since it seems to be a superficial compatibility rule in the CC App. Especially considering I was just running the software on this machine 2 days ago. Any help would be appreciated, thanks for reading...
I'm making a combat knife in blender 2.83 but my problem is when baking the blade part of the knife. Everything else is baking as it should with no artifacts. I think it's an issue with my Uv unwrap but cant be sure. The only thing that shows some result is when i'm setting the max rear distance values but even then it doesnt look right. the normal map is somewhat distorted. I will post screenshots and try to upload the mesh if anyone care to look at it.
I was wondering if it was possible to pause my subscription in the event that I will have less work?
topicCan you use them in games and such? I guess you can't sell or distribute them. Link - https://substance3d.adobe.com/assets
Hey there! I'm working on a new model, but I'm having issues with edge wear in Substance Painter. For some reason after baking all my texture maps, curvature just doesn't seem to work. When baking, the preview for curvature is entirely black, and when I view the mesh map in the 3D viewport the edges are very faint. The only way I've been able to get edge wear to work on this model is by using the deprecated "Generate from Normals" option in the curvature baker settings, but this results in a jagged and overall poor-quality map even with max antialiasing. I've never had this issue before and I've spent hours now trying to find a solution, but nothing works. I've even sent the model to a friend to try on his end in substance, and he hasn't been getting any edge wear either. No matter what smart material or mask I apply I can't seem to get it to work. I've applied the smart material "Steel Painted Stained" here, as you can see there's no edge wear. Same pov, viewing t
Hi all!I feel like I might have done this the wrong way but I currently have an Adobe for Teams Account with my current studio. I went ahead this morning and purchased a Substance 3D Texturing plan on the same account myself but using my own personal paypal. However, it isn't showing the plan anywhere (No licenses/subscriptions under my account) all I have as proof is my paypal reciept/email. Was this supposed to be done through my studio instead?
I have a material I created in Substance Designer that I export to Substance Painter as a .sbar. Now its showing the basecolor in Substance painter as semi transparant.
I simply cannot get it to work where I can click on a poly in the 3D view and have it filled. Single click does not work at all for me. I can click and drag, but that's not useful because SP (still!) doesn't have backface culling. I tested older project files where I know left click to poly fill worked and it doesn't work there. I also tested older versions of SP and it still doesn't work. The only change is that I'm now on Win11 instead of Win10.A final test was going to an older Win10 machine with the latest version of SP and the model I'm currently working on. On that machine left click to poly fill works as expected. Of course the two machines differ vastly in more than just OS, including the vid card. However, i know for sure that left click to poly fill worked on my main machine in the past and I haven't changed hardware on it. I've attached a log file.
Hi all. I have moved my account to the Adobe site and everything, so the licenses I am purchasing are registered on my Adobe account. I downloaded the new version of Substance Painter and it asks me for my substance3D credentials. When I insert them, the Activation Wizard tells me that there are no active licenses on the account - obviously, since they are on my Adobe account. Also, the latest license was purchased on the 3rd of December, so the license is still active. How do I show the Activation Wizard my Substance Painter by Adobe licenses? I don't know where to download the .key file either and the evaluate product option never worked for me. Why can't I sign in through my Adobe account to confirm my licenses in the first place? Thanks for the help, appreciate it 🙂
I just renewed my subscription through the new adobe account for the texturing plan. When I go to launch substance painter, I get the Activation Wizard window. It has three options; Evaluate the product, Active with a license file and activate using my substance3d account. I un-installed the program and then re-installed with the latest build. I am currently paying for a product I cannot access. Please advise.
Hi I've noticed that an author of a tree model that I have has unwrapped the uvs for their big tree in this way (One UV tile is a 4k texture, as highlighted) I noticed that their UV islands would be spanning across multiple tiles, simply based on the size of the first tile. I also realize that Substance Painter doesn't allow this and so if I were to try the same thing with my own model, Substance Painter would throw an error upon import like below [Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'Sphere' has a face spanning across multiple tiles: UV tile 1, 0 (UDIM 1002) with vertex at U=0.983364, V=0.628757 I appreciate the author didn't necessarily use Substance Painter, infact it would appear they couldnt possibly have given this limitation. Would anybody be able to advise how I can follow the same approach and if not possible to use Substance Painter, if theres an alternative that does allow for this? I understand that I
I'd like to get Substance Painter for occasional use, and I've been researching the options for purchase. I think, and please correct me if I'm wrong that I have two options: - I buy a subscription. That costs $20 a month and I have to buy other things I don't think I would ever be likely use. - I buy it on Steam which is a one off payment. I won't get upgrades (after the end of the year), but I'm only paying for what I need. After a few years, if I want some new features I could buy (for full price) a newer version. The Steam version sounds perfect but for one thing. As I understand it, I wouldn't get any access at all to Substance Source. I can't even buy things individually (again if this is not correct, please let me know). So my question is this... Could I buy the steam version, then from time to time, pay $20 for the month to get some assets, and use them in the Steam version forever? Thanks, and sorry if I'm posting in the wrong place.
Is it possible to paint out UV seam across multiple UDIM tiles with the clone stamp or an other tool in painter? see images for issues. Thanks.
Hey everyone, Im new to substance painter and was wondering how to bring a file in with diffrent texture sets. I have got my file in blender and it has diffrent bodies and I keep bringing it in to painter and it keeps coming on just as 1 texture set and was wondering how to make it so when I bring in my file it comes in with all the diffrent bodies so I can individually select all of them. Thanks Jack
Hi, I just purchased substance painter on steam. Each time I use substance I get a notice in the log that substance cannot access documents (& files etc.). I didn't realise how important this was till I wanted to import a bunch of alphas. Each time I close and restart substance my library of assets doesn't load due to this.The issue is, no prompt is coming up from substance that I need to give it permission on my mac, if that pop up doesn't come up, it doesn't appear in privacy for me to tick to allow. I have tried uninstalling, retstarting my machine and re-installing but that hasn't helped anything.I have the latest version of substanceRunning a macbook air 2020 m1 chip If anyone has any ideas I would really appreciate your help!
Hello everyone, I have a serious problem: after approx. 10 mins of work (mainly basic texturing or selecting different brushes, size and/or roughness) the app freezes with white screen, and need to close the app from apps manager interface. FYI, on startup it appears the following message:[Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (128MB detected).[Resources List Model] Icons memory budget set to 100MB.[Plugin - resources-updater] No project open, resources updater discarded I have a HP pavilion x360 convertible14m-dy0000(23635AV) 8gb ram, i7 processor and Intel IrisXe Graphics card. How could I modify / change the pc or program settings in order to be able to work flawlessly without freezez? is there a driver o software fix i should download and apply?If it can be of any help i'm attaching the log I got last time the program crashed. Thanks a million for your help.
We are a 3D software studio. Our desktop software, Meshmatic3D, converts and optimizes CAD to mesh for large files. We are exploring the Substance Painter auto UV unwrapper. Ideally, we want our users (who have Subs. Painter installed on their machine) to open a CAD model in Meshmatic and get an optimized mesh with UV unwrapped without the need to load the mesh inside Subs. Painter. Is that option available to developers?
Hi all, Adobe standard material not working out well for me with Iray in substance or painter; Once I switch to PBR metalic rough everything is good. I completely lose ambient occlusion for instance with the ASM. Is that these materials are not completely compatible with Iray or am i doing something wrong?
I checked at the following link to make a "Wish" for SP, but it is not listed in the drop list:https://www.adobe.com/products/wishform.htmlMy request is a long shot and a really cool feature that could save time Atlas-ing textures together.The idea is that normally, the Artist would create textures based on "Channel 1" of the Material's UVW space. Followed by the usual export.Next the Artist may be required to reduce 4 textures' sizes , and then Atlas them together. This puts a bit of strain doing all the resizing. Especially after moving UVW Islands around to accomodate the changes. For the feature to work:Substance Painter needs to also remember verticies number assignments.It will also need to know to reduce the "texture set" size (if required) in half to fit the "Atlas" channel.Within the Artist's 3d program, they should copy the main UVW (that was used for painting) to another channel and Atlas the "texture set's" UVWs as they like.Afterwards, the Artists wi
Hi, I installed subtance painter free for 30 days from the website, but I need to know the version, because for a project they told me who I need version 7.2.1 or lower, am I going to have problems?Best Regards
I am baking from high poly to low poly, I have beveled edges and am getting odd artifacts around the edges from my normal map. Why does this happen and how do I fix it.
Hi,first: happy new year to everyone!I have built a 3D object in 3dsmax: a wheel with an axle. There are to be three types of surfaces: rusty, painted and shiny steel. I have assigned three simple different coloured materials to the surfaces in question in 3dsmax. Then I created a UV map using flatten mapping and exported the whole thing to FBX.In Substance Painter I read in the model and got 3 texture sets. I can assign and adjust the materials to these as desired.As a result, I would like to have ONE normal map, ONE diffuse texture that matches my UV map in 3dsmax. I only have one object with a UVMap in Max and it has to stay that way. How do I do that or do I have to proceed in a completely different way?Thanks! Jan
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