Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - burning01

Pages: 1 [2]
Showing the middle of screen putting the drop down menu on the second monitor

So I figured out what this issue was...

I have 2 monitors, and don't always have the second monitor on as I only use it for specific things.
The drop down menu was appearing but on the other monitor.

It was all the layers in the middle of the stack that were not showing- ie the ones in the middle of the screen- The ones in the bottom half show the drop down menu above and the ones in the top half show the menu below- but the ones in the middle  show the menu on another screen because they cant be fitted directly below or above from that exact location on screen.

So it would be much helpful if you could update this so that instead of showing off screen - just move down and to the side or something

I added images to make it clearer...

Painter 2018.1.0
Win 7 x64

Hey, I just loaded a project into painter (I think the version was from 2 updates ago but I have just updated to the 2018.1.0 and am getting the same issue...

When I click on certain layers to change the blending mode I am not getting the drop down menu that allows me to change the mode - this is only happening on some layers but still it makes the program totally usable. sometimes a restart of painter will allow it to work once or twice but the problem soon pops up again.

I have messed around a bit and I cant seem to find any reason why one layer is affected and another not.

I have tested multiple projects and am getting the same problem in those other projects

Like I say this makes Painter totally unusable and I need it for work so any help with this is appreciated.

I'm using baked maps rather than anything procedural generated so I don't think tiling is an issue.

The first picture below is the substance designer flat plane- the height is protruding where it should ie. the grey parts and not the rest.

The second picture below is exactly the same graph - just using the actual mesh in the view port - instead of only the correct parts extruding out from the mesh - the whole mesh is being effected.

When using custom geometry in designer are there any issues I should be aware of when using parallax occlusion?

What I am trying to do is; use height map to raise up certain areas only - it works fine on the default plane but as soon as I use it on my custom geometry, the whole model gets warped and distorted.

any ideas?


The whole point I use vector graphics in place of bitmaps is the perfect crispness no matter the scaling.

I thought that was the only real reason to use vectors over a bitmap.

As far as I can tell Designer doesn't have this ability which is really the only thing it should be doing.

When useing bitmaps and a bunch of transform nodes in designer - I get nasty edges and artefacts - having proper vectors would remove this issue and allow for much crisper substances, with no artifacts.

Ive tried using the svg node but as far as I can tell it just turns a vector into a bitmap and so has jagged edges instead of the crispness of a vector.

Give us a proper vector node that we can plug into our substances- then we would have actual vectors no need for antialiasing then as it will be mathematically perfect and the edges will have no artefact and be perfectly crisp.

I was kind of thinking that how it is right now, I can probably get away with, especially once I texture properly, I guess I can just paint those dots out if its that important on a particular piece and like you say I can always hide the artifacts on the top side which will probably be removed anyway for this asset as it is unlikely needed.

I didn't want to put any extra geo on the low poly as wanted to keep it as low as possible as its for vr and have to keep the cpu processing low to stay at a constant 90fps, however I already tested adding a bevel to the low poly where you suggested strangely that gave me a worse result than I managed to get without the bevel. - (although im checking and I may have used the old HP for the bake, so will give that another go with the right one)

Yeah I found those extra polys hiding and removed them on the last bake I done(and also redone the uv's).

So anyway you really helped me minimize the baking artifacts especially with the smoothing groups, so a big thank you for your time and effort, it was really helpful and appreciated, great to have people like you who take the time to help others. So thanks :)

updated the dropbox link at the top of the page.

So I've read everything you've posted and checked out poly count posts- still wrapping my head around it.

I have managed to improve the bake to smaller dots and thin lines by increasing geometry to closer resemble the high poly.

You say "make sure that your low-poly wraps high-poly as close as possible" - are you saying that the high poly must be entirely enveloped by the low poly mesh ? - you mentioned "a few areas on top where that isn't the case" - on the top of the model the HP & LP are intersecting (as you can see below with the textures fighting each other), which I believed was ok to be doing and from what I read on polycount that seemed to be what people were aiming for.

Now Im even more puzzled as to how I would properly envelope the high poly with the lowpoly, especially as I make the low poly first to the correct dimensions the asset needs to be- so I wouldn't want to change those dimensions by altering the  the low poly to fit the high poly. - unless I just shrink the HP - but that doesn't seem like a very elegant or precise solution?

by the way I really appreciate all your help :)

I separated out the hard edges on the uv map and updated the smoothing groups as you suggested.

That was really helpful and greatly reduced the problem, although im still getting slight issues around the corners - I guess im not doing something quite right - what do you think?

I updated the files in the dropbox link located at the top of the page.

As you can see from the images below the problem is greatly reduced but not totally eradicated...

Right so I updated to Substance Painter 2017.2
At first glance the problem seems to be resolved but on closer inspection the newer substance painter does a better job of hiding the problem but its still there.
I have added a new file to the drop link I posted at the top of the page. (for the 2017 version of painter)
When you first open up as you can see by the images below it looks fine. However with certain materials applied the artifacts start to show up again. ( for example on highly reflective surfaces but also noticeable on many other surface types too )
and when you solo the normal + height + base normal map you can clearly see the same problem exists.
So any thoughts on what is causing this- is it my topology? or something else?
As it is right now I can probably cope with the way it is for the most part, but I'd rather know what im doing wrong so I can fix this issue entirely.

Substance Painter, version 2.6.1
Build 1589 - 76ba1b925e9f49149fd6e5bf218f6e0e48934910

So it worked for you, then it must be something with painter itself? - I've got everything setup with default settings

I've tried changing from open gl to directx before baking but they both produce similar artifacts to each other.

So the process...
I start a new project> import the low poly mesh leave everything else at default
click on bake textures > add high poly mesh and then add the cage file and check the use cage box
I leave everything else at default and click bake default textures

and that's what gives me the weird results

I'm new to Substance Painter and have an issue I cannot resolve...
I am attempting to bake out some texture maps with Substance Painter and am running into an issue with the normal map baking out weird artifacts and I'm not sure why. If anyone could shed some light onto what I am doing wrong I would love to hear from you.
There are 2 main issues here a weird seam like artifact where there is no seam and something that looks like a extended triangle artifact.
Please take a look at the files I have provided and tell me why this is happening and how to fix the issues.

Project files can be got here...

Thank you for your time and effort

Pages: 1 [2]