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Topics - an-imagination

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I have Painter 2021.1.1 on Windows 10

Logfile says:
Code: [Select]
[WARN] <Qt> "[DBG WARNING][Iray Service]" MDL search dir path not found 'c:\ProgramData\NVIDIA Corporation\mdl'
[WARN] <Qt> "[DBG WARNING][Iray Service]" Fail to add Path: c:\ProgramData\NVIDIA Corporation\mdl
[WARN] <Qt> "[DBG WARNING][Iray Service]" MDL search dir path not found 'c:\ProgramData\NVIDIA Corporation\MDL Material Exchange Package\mdl'
[WARN] <Qt> "[DBG WARNING][Iray Service]" Fail to add Path: c:\ProgramData\NVIDIA Corporation\MDL Material Exchange Package\mdl
[WARN] <Qt> "[DBG WARNING][Iray Service]" MDL search dir path not found 'C:/Users/home/Documents/mdl'
[WARN] <Qt> "[DBG WARNING][Iray Service]" Fail to add Path: C:/Users/home/Documents/mdl

I use different locations for the mdl resources.

Where do I configure the mdl pathes in Painter?

I can't find anything in the UI nor any config file.

Edit: I don't know why the log is attached multiple times.

I made a custom glsl shader.
It is in a custom shelf location:

Code: [Select]
This shader is selected as main shader in Painter
So far this works.

In this glsl shader I have linked an mdl file from the following location:
Code: [Select]
The material name in the mdl shader is:
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export material skin_metallic_roughness_anim
Declaration of the mdl is:

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//- Declare the iray mdl material to use with this shader.
//: metadata {
//:   "mdl":"mdl::skin_metallic_roughness_anim::skin_metallic_roughness_anim"
//: }

But this mdl does not get used. Even if I delete the mdl file from the folder iray still renders the image with what I think is a default mdl.
I don't get errors in the log.

Any idea what goes wrong here??

I sometimes assist users of other 3d forums. Your PBR guide is occasionally of help here. Normally I post the link to Would it be ok to also attach the pdf directly on top of giving the URL? The copyright notice says this requires explicit permission.

Have 3DConnexion device but it seems it is not working in Painter / Designer.
Is it not supported?

I tried to import an MDL for use in DAZ Studio.

Steps I did:
- made a new MDL graph in Designer by using the build in translucency template
- exportet that as an MDL file
- tried to import it into Daz Studio (it has a tool called Shader Mixer for that)

Got errors in the log file:
[ERROR] - MDLC:COMPILER ::   1.0   MDLC   comp error: E:\Ressources\Materials\MDL\MDL_Test.mdl(3,10): could not find module '::alg::base::core' in module path

In the MDL file I see:
import ::alg::base::core::volume_absorption;
import ::alg::base::core::volume_scattering;

I asked the Daz support - answer "this seems to be substance code which should not be there for exchangable MDLs".
So, it seems the MDL export references modules which are specific to designer and therefore the MDL does not work in other apps.

I tried to find information about it in this forum and the docs but with no luck.

Can somebody give a hint how to proceed to get this solved?

I know we are in the digital video tutorial world, but maybe somebody can recommend a traditional art book about skin painting and color zones? You know, something made of paper ;-)

There are so many books but maybe you know ones that are the "go to bibles"?

Installed latest painter.
Interface UI text is tiny - nearly unreadable.
Windows scaling does not help.
Disabling Highdpi support in preferences does not help.

How do I get a usable UI with this software?

Thanks for help.

Software used:
Substance Painter version 2019.2.0

Windows 10 Pro 1903

Grafics card:
Nvidia Quadro K6000 with latest driver.

The UI elements like text and icons are too small on a 27 inch 2560 x 1440 pixel display.
The issue causes a headache because of severe eye strain.

Unsuccessful tries to solve the issue:
  • Using Windows DPI scaling of 125% -> does not work - Painter ignores this setting
  • Using Winodws DPI scaling override for the Substance Painter.exe -> does work partially but the UI elements get blurred and some elemts are even less readable (e.g. all names of items in the shelfs)
  • Using other Windows DPI scaling values -> does either not work or the UI elements become extremely big (= not usable either).

Expected behavior:
  • a UI that conforms to the Windows DPI scaling at any value
  • even better a feature to scale the whole UI independently from Windows (note: ask the blender team ( how to make a scalable UI)


for Substance Painter I tried all Windows 10 DPI settings but nothing helps to ge a usable Painter UI. Either to small or to big or to blurry (seems so it still does either use 100% scaling or 200% and rounds the inbetween values of Window scaling to one of those).

But as far as I understood the info about QT 5.9 framework the issues are fixed in it, but Painter still does not scale on my machine to a usable value.

Am I missing some setting maybe?


I tried using 3D-Coat with pen input on my Tablet (Vaio Z Canvas with Win 10 Creators Update).

It was a mixed experience:

In Tablet Mode:
Strokes work but Zoom and Pan do not.

In WinTab Mode:
Zoom and Pan works but strokes only if pen button is pressed at the same time.

Investigating the Internet revealed that:
Win 10 Creators Update changed the way how pen input is interpreted. As a result there are a lot of complaints that pen devices are now crippled in their use for art work. I tried with Clip Studio Paint and got issues there as well.

The conclusion is mainly that one has to revert Windows to a state before Creators Update. The anounced new spring creators update seems to make it even worse according to the first online feedback.

Is Substance Painter affected by this as well?

Does somebody know if the Creator Update issues are also relevant for Wacom devices (especially the new Wacom Cintiq Pro)?

as a ne user I first like to say that SD seems to be extremely powerfull. I watched tutorials and tried example sbars. Definately impressive. In the past I used FilteForge3 but SD is a different beast.
To get a more detailed understanding I like to make a graph which I can use for a brushed metal effect. I know I could use the existing anistrophy examples or make my own based on existing noises. But I like the "brushed effect" to be more structured (and I thought you have to have a look into FX maps).
But right now I am unsure if I am on the right track at all.

I made examples in Illustrator showing what I am after (in the final result the "capsules should represent the individual scratches and must be much finer of course).
My main brain blocker is the "Quadrants Concept". As each new level devides the preceding one into four smaller parts, I can't create very long but very thin capsules at the same time. Furthermore: because I shrinked the capsules in Y direction (to make somehow thin but long) there is a lot of remaining empty space in each quadrant.
I admit, I am a little stuck and thinking now I am taking a completely false approach.
Can somebody kindly give me a hint? Maybe a link to a tutorial or description?

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