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Topics - KieraB

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Hi, is anyone aware of an issue with the newest update to the launcher?  My Kaspersky total security app keeps deleting it insisting that it is malware.

I keep getting failures when I am downloading textures and it is a real PITA to try to go back and figure out what did not load properly.  I would LOVE to have a button I could click that would just compare my library of materials with my Source materials and load down any that are missing.  It would save time and trouble all around and help prevent duplicates.

Also, please add a "name only" or "small image with full name BESIDE the picture" and the whole thing in a simple single column list (or a double if it fits to save space).  This would make it easier to compare and also to just be able to see the whole name.  I have 10 things that start with "Gold" and while the picture icon helps, i would just like to be able to SEE the full name in one glance.

Hi, I have a 5-6 gig set of files and I am no longer able to open them, this version of substance crashes before they are open.  I realize this is an insane file size.  It is a dozen pieces of furniture each with at least five separate textures in each of their layer stacks.  I *used* to be able to open this file but now I cannot.  I see now that there is a clean feature and I would like to know if there is some way to run a clean on a file I cannot open to try to make it small enough that i could? Any suggestions on how to make these files usable again?  I really do *not* want to have to start over.

I have tried opening it with the task manager on.  It is only getting to 50% of memory (I have 16 gigs) and nothing else running.  I am using SP 2017.4.2.   I moved the file from my external drive to fast internal ssd in case it was a transfer issue.  CPU is only at 20-40% so it isnt that either.

It is popping up the "this was created in an older version" message.  Perhaps the issue is there?

Hi all,

I have something odd going on.  I have modeled a heart and in 3D-Coat it looks fine, but in SP the carving goes in instead of poking out.  I am looking at that app to see if it is something i have done (never had it before).  My question is - is there an easy way to flip the normal to carve outward instead of inward?  i tried the invert filter but didnt get a good result, although i might be doing it wrong.  Any suggestions for me?

Left is painter, right is 3dcoat.

I am not sure when this began exactly, but I suspect it was the 2017.4.1 upgrade that did it.  When i use the tool bar to open the Source inside of Painter it simply doesnt show up on either of my screens.  I tried changing the setting to identical in case it was just 'lost between' somewhere but it made no difference.  I know that the window is open because i can see the second bit next to the Painter icon on my start but clicking it does nothing.  If i hover my mouse over that little slice on my start bar i get ghost outlines where the window *should* be but nothing happens.  I noticed that in the little ghost it was slow loading, so I was sure to wait patiently to see if that was the issue but the ghost finally loaded but still refused to come to the fore or make itself visible.  What gives?

This is probably already been asked for but I am chiming in again.  I often am working with multiple pieces of furniture in a single file, so that I can be sure all have the same exact baked lighting and same final look and feel.  This week I am adding a piece to an existing set of four pieces and that is a whole lot of textures (the reason it is a lot is technical and required for the work I am doing).  That said... I was *really really really* hoping that when i had soloed ONLY the new piece and clicked bake all that it was going to just do the new one.. But that is not what happened, sadly, and now my machine is going to be tied up for HOURS rebaking the whole set when it really was not needed.  Yes, I could click in each of the new textures and render them by hand, but I was hoping to just set it and walk away...but not long enough to clean my whole house for crying out loud.  Anyway, please consider adding a "bake visible textures" or soloed or whatever wording makes sense, that would ONLY bother with the ones I have selected and not the entire set.

I realize that this might cause some odd shadowing, but honestly, that would work for me too.  I find that occasionally I do not want a shadow in a certain place, if i rendered one texture without the other piece interfering I would be fine with that, and I think others would too once they figured out how it worked.

Content - Substance Source - Suggestions for textures
 on: July 16, 2017, 01:50:13 pm 
There is currently one bamboo texture in the source, but it doesnt have the rings in it.  It would be nice to have something like this  as it is there, but also perhaps as a texture for wrapping around a single columnar bamboo.  I am making my own now but i would definitely download it if it was available!

Another would be for a log without the bark on (ie for making log cabins)


Mossy bark tree trunk textures, or at least the moss to overlay existing bark.

More wicker/ratan textures, there is just one that I have found.

Fabric - Serape: with the ability to change out the colors individually

I would really love to be able to just paste the hex number for a color from photoshop into painter when I want a specific color used for a material.  It is a bit of a PITA to have to type in all three numbers separately.

It would also be useful to be able to "copy" a color from one material to another - having a hex number showing (like in photoshop) would make that fairly simple without additional functionality.

Hi, I do most of my work low poly because I am creating game assets.  I do not want the weird little artifact edges that the lighting filter adds where the model isnt smooth.  To date I have been getting around this by smoothing my low poly model in maya x2 and bringing that into painter. That works fine, but it is a real PITA when I need to make small tweaks to the model.  I would love to be able to have painter simply able to do some "extra smoothing" so that my textures come out nice and even without corner/edge artifacts.  Does that make sense?

I do NOT understand how this is working.  I have a tool "StichesAndSeams" which lets me paint stitches on a paint layer.  Ok that works, no problems.  BUT as soon as I reimport the meshes my seam layers are borked - ie completely moved to other parts of the model, even when that particular model did not change in the import. 

It does not seem to matter if i use the "preserve strokes" on the project configuration or not when i reimport the meshes.  Why in the heck are my layers changing when i reload the same meshes?  Why cant I copy and paste these layers to other objects that use the exact same mesh/UV?  Is there some way to bake a stroke layer so that it is fixed like the UV?  This is for the birds.  I have had to redo my stiches 10 times now when i have had to redo one of the meshes to tweak something.  it is tiresome and counterproductive.  If i am missing some step that would keep this from happening please let me know.  Otherwise, this is a bug imho.

I forget if I have put this in before and dont see it so here goes.  I have a rather large file with a dozen objects and about 31 textureset list items (it's complicated to explain why that makes sense, but trust me it does for what i am doing).  Anyways, i can render out all the textures and they do NOT update in the viewport until I click each and every one of the 31 textureset items and wait for the red bar to change before is see them.  This slows my workflow significantly and has caused me to have to redo work several times when something changed.  I would EXPECT that when I rerender a scene all of the textures in the viewport would be UPDATED to the new render.  If that isnt the case then there needs to be a button on the textureset list box for "Update" where it would then reload everything so I am seeing the very latest.  PLEASE PLEASE PLEASE get this in quickly!

Hi, I am using Maya 2017 and there does not appear to be a maya plugin that works with anything later than 2016.5.  Can we expect one soon?

Hi all, this is an oddball question so please bear with me.  I have been hunting high and low for a way to get painter to output a diffuse layer that includes the highlights from normal and specular.  That simply isn't possible right now, but I have not given up hope of finding a way to use these products to make the textures I need for Second Life.  I am looking now to designer to see if there is some way that I could generate textures that basically take the 3d view of the output and save it as a diffuse layer with the highlights from height and spec/gloss shown right on the texture.  Is it possible? If so, how?

There may be a way to do this that i just havent seen... I am doing a bit of creative seaming on some cushions, to hide any glitched lines with a decorative seam.  It would be really useful to be able to see where the UV seams are - a toggle on and off sort of thing.  It could be the whole wireframe, but for my purposes just the uv shell edges would suffice.

Hi, I am using SP 2.5.1 and i have a fairly complex set up - 6 objects (all brought in together to make sure the textures match on all the pieces) with a total of 23 textures.  I have been fighting with my UVs so I have updated the project configuration a few times and rebaked repeatedly.  Now I notice that unless i go and click into each texture in the TextureSetList the textures are not updating properly.  I noticed this when I had the set all set to red and when I exported all were showing an alternate black texture I had been playing with and had not turned back off again.   

I would expect that a texture refresh would be part of the "bake textures - all textures" process.  If it isnt, then there really should be a "refresh" button on the top of the TextureSetList window.

It isn't *that* big a deal to go through and click 23 times, but it is a bit time consuming (to wait while the view refreshes each time) and annoying.

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