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Messages - bytefactory3d

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Thank you, Fabrice. My driver was on 417.1 (it obviously updated to this only 2 or 3 days ago), right now it is updating to 417.22...

I also want to mention that I was working (as usual) with 4K resolution texture settings, in around 4 or 5 textures simultaneously. But this never used to be a problem in the former version 2018.2.3. I often had projects with like 6 or 7 texture domains and I kept them to 4K all the time, because I needed to compare and adjust texture detail in neighbouring textures (across seams, adjusting/painting masks across seams like from legs to torso and arms and head and so on). So instead of switching to and fro with texture resulution I left them all to 4K, and never had problems with this in the previous version. But I want to mention it, because I don't know if this could be related to the missing textures which are rendered gray in the iRay renders?

Log file, couldn't attach it to the edited previous post.

Thank you, Froyok,
but a couple of issues remain.
I'm working on the XTAON Art Car competition, and SP (iRay) keeps ommitting colors and textures which have been assigned to textures. That is the colors and textures show in the SP UI, but when I try a test render one or more texture zones remain neutral gray insted of showing the assigned colors. Sometimes, in a texture, i.e. one material shows, but other regions of the same texture show gray.

I double and triple checked if the materials are activated in the materials layer stack. And they are. I also updated all ressources, problem still persists. The suppressed materials change, sometimes one or several show, others are missed. Then after returning, trying all kinds of stuff like de-activating and re-activating materials and/or layers, when I do a test render again, now one of the formerly missing metarials shows, but another one is missing which had been present before.

I'm appending the new log file, since I made the changes you suggested and updated ressources. Don't know if it helps to track this bug down. I will now re-install the former version and start todays work from scratch.
Also, Substance Painter has become slow, reacting sluggish, the former version 2.3 worked flawless, in comparison with the update.

I am very unhappy, just like I had feared, the work done and tried in the updated version 3.0 is now lost, I need to roll back again and start the finished work from scratch, because the project will not be compatible with the former version. This is really bad. I'm seriously frustrated. Will definitely not update ever again to a first update version. Next time you guys release an update, I will not even try it, will wait for the fixes to be released first. This is not a good and professional product policy for a software, to rush with updates, run customers into problems, and come up with fixes later. It can happen once and will be forgiven, but making it a habit is not a wise thing to do. I'm running dozens of softwares which are all updated from time to time, but the one I really fear to update has become Substance Painter.

Sorry to say this, it is just my personal humble oppinion, and I'm talking as a true friend and supporter of Substance Painter for almost 3 years already.

Here is the new log file after deactivating the hardware support thing.

Hello Froyok,
thank you for the suggestion.
So I re-installed the update 2018.3 and did what you proposed. Up to now I have not experienced a windows shutdown "DPC watchdog violation". But Substance Painter has become very slow now. Especially the generation of thumbnails takes ages now, it generates one per second, to be precise. And there are hundreds of them in my shelf... Currently I don't see any progress in thumbnail generation at all, it often appears to be stuck for several (10 or 15) minutes without any progress at all, then continues sluggish thumnail creation at one per second. I will try to wait for it to finish, so I can post here the new log file. Also response to mouse inputs, activating/deactivating material layers and so on are much delayed. I am on a 2 TB SSD-Drive and am using a GTX 1060 with 6 GB dedicated RAM, which I purchased explicitly and exclusively for Substance Painter...

I hope you can sort this out and fix it. I don't think I will use the 2018.3 version currently. Problem is I can't do serious work when I must fear to be forced to roll back again, because in this case all the work done in this 2018.3 version will be lost (saved projects not compatible with the previous version 2018.2.3)... But working like this, waiting half an hour for the shelf to build up and show the preview images is hardly practicable, same with the very sluggish response times to mouse activities in the UI.

Such a pity, so great new features added, now I have to wait again for release of a fixed version. "Again" meaning that it's not the first time this happens. It makes you feel like never installing updates at all, until after a month or two they have become stable? At least this was what my wife suggested when I reported her the problem. As a total outsider her comment was "But this has happened several times before already with your Substance Painter, not true? Why do you even install any updates of this software without first waiting for a month or two?"

Don't get me wrong, I entirely appreciate the software and its development. And professionally I entirely understand the complexity in this, with so many different OS and GPUs and stuff out there. But did you ever consider releasing updates as "Beta" first, so people have a choice whether or not they can afford spending some time with testing and nervous breakdowns (kidding), or if they rather stick with the old and stable version until the new update is guaranteed stable? Just asking. Calling it a "Beta stage" would at least warn people to think twice before installing it. Its bad that I develop an oppinion like "beware of Allegorithmic updates, they should be considered "Beta stage", wait for the first fixed version"... Just my humble oppinion, I say this because I love the product and completely love the work of you guys in general, but I also depend on stability and reliability of the software to work on my projects.

Another issue, my currently used environment map Soft_1LowContrast ist indicated "Outdated" in the Environment Settings Tab. What does this mean?? Can't I use it in future? How can a simple HDR environment map be outdated? And what are the consequences, I obviously can still work with it, so what will NOT work when I continue using it in my current project?

I was wrong in that the crash occurs related to workload with textures or materials. Today it occurred also with a very simple setup with but a few smart materials applied.
Computer entirely crashes and shuts down after showing a blue screen with a message "Application tried DPC watchdog violation" for some seconds.

I have now rolled back to the previous version SP 2018.2.3-2496 and now everything runs stable as it used to do befor the latest update.

I think I read something like "application tried to save in a protected area" on the blue screen.

Since update tp 2018.3 SP keeps crashing the entire system after short while.
System reports a "DPC Watchdog Violation" on a blue screen and then shuts down and restarts entirely.
I tried updating the drivers of connected hard- and ssd drives with no improvement (actually all drivers were on latest versions).
I tried de-activation of "Schnellstart" in Windows8.1 (I guess it would be called "Quick Start" in english systems) like it is proposed in some internet posts in case of this error, but with no improvement.

My project in question worked fine in the previous version of SP. It has however quite an amount of texture contained, I assume there is a bug in the new "texture ressource handling". When I tried a smaller project with only few texture images involved, SP didn't crash, but returnig to my WIP crashed the computer OS again.

Hi everyone, we spent some time to fix several bugs including issues in the 2D view.
We will officially release beginning on next week but meanwhile we wanted to make it available to you before the weekend via the following links:

Thank you very very much!! This bug was a real bad one...

Thank you Jeremie. I now found also the new video tutorial on the use of SSS (it wasn't yet there when I posted my questions last night), which also shows how to do this. Am very happy with this new feature :-)

The other issue, where the scat channel is automatically enabled in any filter in the current layer stack, this can at least be manually corrected afterwards, only we need to be aware of this. So not a big problem for now. I didn't even notice a visible effect from this, it just doesn't feel right to have the added scat channel enabled in all the existing filters in the stack, even if they have nothing to do at all with the SSS properties of my materials.

I'm referring to the latest Substance Painter update from today, numbered 2018.2.1-2402. Let me first say that I am extremely happy with the new features added, like the visual shifting of fill layers, non-square alphas, and especially the SSS feature.

However I have two little questions:

1. In the shader settings, the SSS color set there applies for ALL textures in my project equally. Shouldn't I be able to set individual colors for SSS for different texture sets, and there also be able to use masking in a layer stack to treat i.e. UV islands differently (like i.e. teeth, skin, hair)?

2. When I add a scattering channel to a material, the channel is added for all existing layers in that material, which is fine.
However, while it is normally added but de-activated (which I think is the desired alternative), it is however ACTIVATED for ALL filters which exist in any layers in this texture's material layer stack. Is this probably a bug? Because I find it disturbing, after adding a 'scattering' channel to a texture domain, to subsequently go through the entire layer stack and search for any FILTERS where 'scat' channel has been added AND ACTIVATED, and de-activate all of those manually?

Thank you for some advice, am I missing something?

After updating to SP version 2.5.3. Substance Painter no longer automatically finds my custom shelves, even if those shelves are properly registered in the settings.

So after startup, Substance Painter only loads very few materials, smart materials and other stuff, but not the content from my Military Mood Pack and my custom shelf. Only when I open the 'Edit/Settings...' dialogue, (where all shelf locations are nicely listed, but ignored by the program), and I click the '...' path button (as if I wanted to register a new shelf), then suddenly Substance Painter comes alive adding all my custom materials.

It all worked fine in the previous version of Substance Painter, I have changed nothing at all in the shelf locations or settings, only did the update to 2.5.3.

Today's log file is attached.
Thank you for looking into this, Charlie

Thank you Froyok. I will try to figure this out.

Is this some default setting which has changed since the previous version? Because I have never touched any settings (especially not for baking ID maps), and this error message never happened in the previous version of Substance Painter?

The funny thing is despite the error message 'baking failed' (see screenshot in my previous post) the baking seems to work, at least as far as I can see. I can then create materials on this object and export them and they seem okay, not sure about the height and normal features though, because my current surfaces are flat.

What does the funny 'can't find vertex colors' in this error message mean?

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