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Messages - TFX1

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1
Just received the notification that a new version is available and it looks awesome! Just downloading now. Thanks Allegorithmic.

2
Nice, thanks for the update Jeremie. Have a nice weekend. Jay

3
Definitely. Very excited about the next release also.

4
Hi,

You can choose any of the available texture sizes during export and Substance Painter will "recalculate" the details in those maps accordingly. This means you can bake to any resolution initially without worrying about loss of quality if you then want to export those texture sets at a much larger resolution later. Hope that answers your question.


Jay

5
Hi Sazo,


Looks like a cool weapon! Ok, so I’m currently looking at this on a mobile device, so can’t see all the detail in the reference imagery you’ve shared. However, this sounds like it could be related to mesh ‘smoothing’. Have you created your model using subD’s etc? If so, try freezing the mesh before importing into SP. Hope that helps.

6
Hi Smoluck.

I'm a bit late to the party on this one, but thought it might still be worth responding in case anyone else encounters similar problems. This could be related to the selected format of the normal map. Make sure it is set to "OpenGL" instead of "DirectX" prior to export from SP. Hope that helps.

7
Hi Omar,


The baking process can be quite intensive on your system, so try closing down all other apps via Task Manager and see if that helps. Otherwise, it might be worth posting a little more detail about your current bake settings.


Which maps are you baking?
What antialising bake settings are you using?


8
Hi Omar,

Using 10-12GB of memory really doesn't sound like all that much to me, so I don't think you have anything to worry about. Personally, I would recommend using a system with at least 32GB of memory if you intend to use Painter at the same time as other CG / Post apps to be safe though. It's very difficult to estimate how many texture sets you can create with the current amount of memory that you currently have as there are so many other variables that will influence this. If in doubt, drop support an email.

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Substance PainterSubstance Painter - Discussions - Re: pixelated paint?
 on: April 24, 2017, 11:49:02 pm 
As mentioned in the above response, it's probably due to the amount of space you've currently got allocated to the UV islands in question. If possible, try to use a "UDIM" workflow which allows you to use multiple UV tiles and allocate more space to all the different parts of your mesh.

10
Hi Ben,

No problem at all. Glad I could help and we figured it out in the end. Take it easy and bye for now.

Jay

11
Ok, so I think I've figured it out. I was going to test all the different ways you could export from Modo before importing into Painter, but there doesn't seem any need to now.

It looks like the culprit is the 'Create a texture set per UDIM tile' option you are presented with upon creating a new Painter project. If you deselect this (obviously, only do this if you aren't using UDIMs) then the texture set names will be exactly as named in Modo and match the names of the materials applied to your geometry. If you're using UDIM tiles though, the naming appears to simply revert to the UDIM tile number only.

So, I think there are really three options:

If you want the name of the materials you have applied to your mesh items inside of Modo to be respected in Painter, do this:

1. Unwrap all mesh items into a single UV tile. You can still apply individual materials to each separate mesh and name as required using this method as they will be respected inside of Painter. However, this method should really be avoided as you won't be able to allocate a decent amount of texture space to all the polys and there could very well be problems with texture overlap etc.

2. Create a unique UV map and texture for every mesh using only a single UDIM tile - default 1001 UV space. This works as expected for me during testing when not using UDIMs and the 'Create a texture set per UDIM' option. Just make sure that you have given each mesh it's own unique UV map inside of Modo and delete any duplicates though. Also, (you might already know this) you can check that each mesh definitely has it's own unique ID by adding a 'Surface ID' output to the top of the shader tree and previewing that pass in the preview window. If correct, each mesh should show as a unique colour.

The most effective method that will ensure all your polys have the maximum amount of texture space possible is to use UDIMs and at the moment it looks like this method won't allow custom naming or labels to be appended to the UDIM tile name though.

Hope that helps, if not drop me a PM and perhaps we can chat further on Skype.

Jay

12
No problem Ben, I'm a bit pushed for time at the moment, but have been trying to look into this a little further for you.

Upon creating a standard cube and then applying a texture called 'Test', the name of the texture was in fact brought through to Painter. Now, just leave it with me whilst I attempt to test other set ups with multi-UV maps and UDIM tiles.

13
Hi Ben,

No problem at all and glad I could help. I've only been using Painter for a short time myself after switching over from using Mari, so there's still a lot left for me to figure out too! I'm sure there's a way to achieve this, so I'll have to take a look as soon as I get some time. If you figure it out beforehand though, be sure to post the solution here for everyone else though please. All the best and no doubt speak again soon,

Jay

14
Hi Ben,

I'm just in the middle of an important render right now, so will have to be quick.

As far as I am aware, you can't rename texture sets in Painter as they reflect the UV Tile / UDIM number and this is appended to the naming of each texture. Therefore, you can't name the texture sets in Painter to match the material names you have in Modo. This is why I recommend naming materials to match UDIM tile numbers in Modo followed by a descriptive label (1001 robot arm etc) for your own sanity, so it sounds like you might have done everything right! When you import into Modo you can then use the 'Set UDIM from filename' option found in the 'Image Still' tab to make assigning textures quick and easy.

You can quickly select the corresponding texture set of any part of your mesh in Painter by holding Ctrl + Alt + right mouse clicking on it.

Hope this helps.

15
Hi Ben,

I've experimented with probably every way of bringing in meshes to Painter from Modo and will try and help here. Below I've copied part of my reply to another topic as it's equally as relevant and I have limited time today.  I find that combining multiple mesh objects into one (Create selection sets for the polygons of each mesh first, or assign a material so you can right-click on it and select all polygons that it's applied to so it's easier to UV) by copying the polygons into a single mesh item works much better than trying to texture multiple mesh items with unique UV maps.

Once you have combined all the polygons into a single mesh item (they don't actually have to be joined together at all and can remain separate within the single mesh item) then use UDIM tiles to give each separate part of the mesh it's own texture set in Painter. Just note that currently it's not possible to paint across multiple UDIM's in Painter, so think carefully about how you UV. Combining all your mesh items and UV's is pretty straight forward in Modo and doesn't take long at all. This is how I would go about it.

1. Select one mesh and UV Map to be used for everything. The UV's for this mesh will already be occupying tile 1001 by default.

2. Select another mesh and it's corresponding UV map. Go to UV Layout and select the UDIM indicator option and then the 'Select all UV's in the Region' option. Now select the 'Move all UV's in the Region' option and input 1002, which will simply move all UV's to the next tile.

3. Deselect all UVs and cut the polys from this mesh and paste into the main mesh item chosen in step 1. You will see that the UV map from the item you have just pasted into this mesh now appears in the UV Map list underneath the UV map for the main mesh. In UV Layout, reselect the UV's from this item (tile 1002) and then select 'Edit UV's> Cut UV's' option.

4. Select the UV map for the main mesh item and use the UDIM indicator to select tile 1002. Now just paste in the UV's and repeat for all the other items, remembering to make sure the UV's from each mesh item occupy their own unique UDIM tile. I would also apply a material to every mesh (I select all the polys in each UDIM and apply to that) to ensure the best results too, just name them after the UDIM tiles and add a label to describe the content at the end.

5. Finally, delete all UV maps from the UV List palette except for the main uv map that should now contain UV's for all the different meshes on separate UDIM tiles.

Now, when you bring everything into Painter all tiles should be named as expected and perfectly match up with the UDIM tile number. I just wish there was a way to add a label to these in Painter for reference.

One last note, make sure you check your Painter log file as overly long numbers such as 100117 usually refer to a mesh that is not included on the UV map, so check for stray polys in your Modo file.

You may find more relevant info on the process in this post:
https://forum.allegorithmic.com/index.php/topic,14965.msg64103.html#msg64103

Hope that helps,

Jay

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