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Topics - gary_12

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I have noticed when I click on a substance material in the source library (within the substance launcher), that on EVERY material, the 3rd preview screen doesn't load.  It just shows a generic black and white design of the little orb shader test thing.  (attached)

Is it possible to paint across texture sets that are not setup as UDIM?  Or must they have the UDIM coordinate space?

C4D does not allow creation of UDIMs as it only supports the 1001 space.  (At least not in the version I have - R20)

After waiting so long for cross-texture painting, I was hoping it would work on non-UDIM formatted UVs as just texture selections.  (This is the way it's been done for ages in C4D - just with selection sets)

I have a cylinder that I made 2 selection sets with and applied different materials in C4D - exported as .obj and it imports to Painter and shows 2 texture sets.  However both sets are labeled 1001.  I believe they have to be for C4D to work properly.

When I try to paint, half of the cylinder disappears (the half I'm not painting on)...and it won't paint across the seam.  I have tried choosing the other texture set, which then lets me paint on that half, and the other disappears.

Logic then dictates choosing BOTH texture sets...but still only allows painting on one at a time. No painting across seams.

Am I missing something? (I hope!) or is this a lost cause with C4D r20?


It's been a few weeks since I used Painter.  Tried to run it today and I'm getting the following error:

There is an issue to contact our server (status 500). Please try again later.
etc. etc.

The problem is, I generally use Substance products about once a month or every couple of months.  Lately (for several months now) I run into this issue.  My internet connection is fine and all other subscription software is working fine.  It is only with Substance that I have this problem.

Is there something I should look into that could be the culprit?  It's not very convenient to have to download a license file everytime I want to use the software.  I miss the days of just buying it, installing it, using it.

Substance LauncherSubstance Launcher - Discussions - A login request
 on: April 07, 2020, 08:16:06 pm 
So say you're browsing the Source library in the Launcher, and you find a material you want to download.  You didn't realize you were not logged in (which is another problem altogether - logins are not persistent no matter what I try).

So when you attempt to download, it tells you you must be logged in.  So you click on the pull down menu at top right (account icon) and login. 

After logging in, it takes you back to the default view of "new assets".   Now you have to try and find the material you were attempting to download.  And if you didn't make a note of the name, you have to spend more time digging it back up.

Wouldn't it make more sense if it just returned you where you were?

Now I'm off to try and find the material I was attempting to download.

Trying to browse source through the launcher again today. It was working again recently, but was slow due to internet being slow because of COVID.  However, today I noticed that the previews are not loading at all.  It just displays a little broken image icon in the top left titled "preview".  It's doing this on all materials on Source trying to browse them through the launcher.

Could we get some unification of the color pickers from all the Substance software? (or at least the option to choose).

Painter has a custom Substance color picker. Alchemist uses the system color picker.  Why the inconsistency?  Or is there a setting somewhere that I've overlooked?

Just installed the Alchemist 2020 patch.  Since then, the interface has been sluggish and sometimes nonresponsive.  I am able to work around that by trashing the app data in "roaming".  However, that means I have to re-import my source library again and start that whole process over which takes 10 minutes or so at least.

Anyway, what's bothering me currently is that the tessellated displacement has completely stopped working.  It was working yesterday and this morning, but now it just doesn't work at all.

I've tried updated Nvidia studio drivers and still no luck.

I've checked the global tessellation/displacement settings as well as the height range and height position in my layers.  Nothing changes as I move the sliders.

It is nice being able to click random seed and have it pick a new random number. 

Would be nice to be able to type in a number though.  I have a specific look I found with a random seed number and I need to be able to repeat that, but I can't in Alchemist because I can't type in that number.

Using "Desert Sandstone Dark" from Source in Alchemist as the base layer, and then putting the "Stonewall Pattern" filter on it, the displacement looks like it drops to 8 bit (or even less)  This is not a texture size issue, as I'm at 2048 and it actually looks worse than at 1024...Is there some setting I should be using to make the height channels blend properly?
At 1024 and 2048 below. 

I've noticed this stepping in C4D when using Redshift, and I always thought it was the crappy implementation of the Substance plugin inside C4D (It falls back to 8-bit) and also because these stair steps don't show up when using baked out versions of the textures - but these 2 screenshots are inside Alchemist.  Can anyone point me in the direction to resolve this?  I'm hoping if I understand what is causing this, it might help me trouble shoot substances inside C4D being rendered with Redshift also.  Been battling this for 2 years!


Things are not rendering properly  (really strange artifacts).  See image "substance artifacts" attached.

And also height maps that look great in designer drop to a lower color space when using the substance engine inside C4D.  See image "substanceHeight" attached

Of course if I go the Substance Painter route instead, everything works fine, but sometimes you want a fully procedural material to do some effects inside C4D.

As it is now, the Substance Engine integration is a little glitchy.

Substance PainterSubstance Painter - Discussions - 2019.1 ROCKS!
 on: April 24, 2019, 11:19:14 pm 
Gotta say...this is an epic update.  I know we are all still anticipating painting across texture sets in real-time, but the features in this release are very very welcome. 

Even the little UI things like highlighting a layer set when its parent is chosen, versus individual elements within it.  All good stuff.

I've had some free time today and have been playing with displacement painting since installing this morning. haha

Anyone else anxiously hopeful you'll see a notification that there's an update for Painter each day when you boot it up?

Really looking forward to those new features.

For the last few times (several months), when I try to boot up Substance Painter on the day the license expires, it can't contact the server to get a new license and I have to go into my account with a web browser and download a local copy of the license file.

I'd really like to get that sorted so I don't have to do this every month.

It's giving me a (status 500) in the error message.

Just looking into options to stream line my finances a bit, and I'm wondering what would happen to the 320+ credits I have stored up for Source.  Would I still be able to use those if I suspend my subscription for a few months? (Like say I suspended subscription for January, February and March...would I lose those credits?  Or would they still be there and I could use them since I've horded them?  Or would they be unaccessible until I subscribe again, but then they'd still be there?

Enquiring minds want to know.

I realize it is more than likely several, but I'm keen to know. 

I've been using Substance with C4D and I love it, but I never can get the super nice closeup details I'm seeing in the Allegorithmic marketing materials. 

A prime example is the recent email about creature skins.

Look at this octopus material!  I've downloaded it from source, but I don't get that nice of detail with my displacements using C4D with Redshift.

Just curious.

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