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Topics - OlaHaldor

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I noticed at the end of the description of the Steam version of Painter and Designer;
This license does not include access to Substance Source

What does that mean exactly? Does it mean I can't earn new points like with subscription, or does it mean I can't access and download from Source at all?

SubstanceSubstance - Purchases & Licenses - Indie license annual $239
 on: November 28, 2019, 01:04:59 pm 
I just got an email from Paypal that I've paid for annual Indie subscription, amount: $239

On the front page your price is $219 with a big fat red stroke, with a black friday price of $149

Will there be justice?  :-X

I've sent an email as well, I'm writing this to see if others experienced the same and/or are aware.
Had I known there was a sale already (and not only limited to actual FRIDAY) I would've got it for $149 obviously. Hoping we can resolve this.

I asked IT at the studio whether they had any clue but was directed to you for support about this.

Here's the deal; I've used Substance Source a lot, and last week I had no issues using it. This week however I'm getting this error message below. I've pasted a complete log of me starting Painter, load Source, login and download a substance.

IT confirmed I have read/write rights to folders and files.
We could find the sbsar file in the Temp folder, but for some reason the file is not copied over to the shelf so it appears in Painter.

Code: [Select]
[Scene 3D] 3D scene successfully loaded
[Plugins] Loading plugin autosave
[Plugins] Loading plugin dcc-live-link
[Plugins] Loading plugin photoshop-export
[Plugins] Loading plugin resources-updater
[Plugins] Loading plugin substance-source
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Scene 3D] 3D scene successfully loaded
[Plugin - substance-source] Loading Substance Source assets...
[Plugin - substance-source] Total number of assets: 1292
[Plugin - substance-source] Downloading Old Knotty Wood...
[Plugin - substance-source] Asset wood_knotty_old.sbsar Downloaded from Source, now transferring to shelf
[Script] :28: ResourcesError: Preload of C:/Users/ola.haldor/Documents/Allegorithmic/Substance Painter/plugins/substance-source/Temp/wood_knotty_old.sbsar failed. Doesn't point to a valid resource.
[Script] :80: FileIOError: Write failed
[Script] :80: FileIOError: Write failed
[Script] :80: FileIOError: Write failed

I've attached the log file as well.
I removed the redundant thousands of lines repeating itself.. It just keeps going with the "write failed" lines, which makes Painter impossible to work with because of a severe performance loss.

Before I dive too deep into this, I wanted to ask if anyone's used Material Layers with Arnold in Maya.
We're on a tight schedule for a production and a ton of assets to texture, and I thought this might be a good solution for some of the bigger assets (buildings, streets, entire sets).

Anyone pulled this off before in an offline render engine?

I'm thinking about getting on the Substance Live subscription (especially because of the discount), but I wonder if I get a Steam key with it? I prefer it that way.

I am exporting textures from another artist and I am getting aliasing I cannot figure out how to get rid of. It looks perfectly fine in Substance Painter, but when rendered with Arnold in Maya, there seems to be something missing. I checked the diffuse texture to compare them - and there i in fact some bits missing, being aliased or whatever..

I'd like to multi-select texture sets in order to
  • show and hide selected texture sets
  • set texture resolution on the selected sets
  • Paste smart materials/materials/layers to all sets

The reason I ask for this is because it's especially time consuming on large sets with 10-20 udims and you have stone, rock, grass or whatever that's going on many, or all udims. A simple shift+click to select all or just a few udims and CTRL+V would be very handy!

I've noticed this on a couple objects where the object occupies 1 UDIM, 10 UDIMs or even 20 UDIMs. Some weird thing happens where a (random?) piece of the object is located in something like 10011 and similar really high and strange UDIM numbers.

I've checked the obejct for stray vertices or polygons. There's nothing outside of 1001 or the other UDIMs it's set to be in.

Anyone else getting this? What can we do to solve this?

I would love to get a complete list of errors when I import an object.
Some times we have 10-20-30 udims in a single file, and under a rush one or more UV shells may slip a tiny bit over the edge while arranging for optimal texel density.

It's quite tedious to load an object, wait for it to load, and get a list of errors for a single mesh in the file. Ok, get back to the 3D app, fix the issue, export and retry. Then you may be presented with another mesh, but we only get up to 9 lines of error.

I'd rather like a complete list in one go!

Substance PainterSubstance Painter - Showcase - Locomotive
 on: October 21, 2016, 08:25:48 am 
I've been modeling this locomotive on and off the past two weeks after work hours, mostly 2-3 hours per session. Yesterday I got to have a monster session of 10 hours and I finally completed retopo, uv and textures.  :)

The model was modeled in Modo, textured in Painter and rendered in Marmoset Toolbag 3 (still waiting for support for Pascal in Painter  ::) )

Among other things the model and the three paint variations will become a mod for the upcoming game Transport Fever.

Substance PainterSubstance Painter - Discussions - Reset Camera Rotation?
 on: March 31, 2016, 12:43:08 pm 
I tested the free rotation camera. In some situations it's perfect. But when you go back to the constrained camera, the skewed rotation of the free camera is still applied.

Is there a "reset camera rotation" button somewhere? I'd like to snap back to the straight angles to view my model and navigate easier.

I got tons of spare time this week and weekend, and seeing that SP2 already is available, I'd like to know whether I can purchase the upgrade through your website, and later activate on Steam when it becomes available there.

I have already linked my Steam account to the Allegorithmic account if that matters.

I'm in the final week of a five week school project where we're doing modular designs. I've made some OK textures so far using Substance Designer (bricks and roof tiles) and I'm about to refine the UV maps to make the textures tile better.

Hear me out: am I correct that the UV of an object doesn't need to be within the UV 0,0-1,1 boundaries since it's going to tile? Or is that insanely outrageous and a big NO NO?

I do of course have a secondary UV channel where everything fits within this boundary for lightmaps.

We've got a new assignment at school. Make an environment, using as much modular design as possible. Many have gone the scenic route (haha! got it?) by making landscape and nature, using one or two trees, bushes, rocks etc.

I on the other hand have set out to make a couple streets, set to the 1880's.

So I'm  thinking of using Substance Designer to create cobblestone and other sorts of pavements, and different wall textures. However, I'm not sure whether to use the substance directly in Unreal and apply to the models, or if I should apply the substances in Substance Painter and bake the textures.

Modular design is new to me, and so is Substance Designer.

Let's say I have a handful models. I model according to a grid, but that doesn't equal the same texel density when it all comes together. What I'm worried about is when I apply a substance in Unreal, that it won't be the same size from piece to piece I put together.

Any pointers, links to something I can read up on, videos, or explaining here in the forum is most welcome. It's a very interesting assignment - I'm hungry for information.

I'm starting to use Substance Designer for the first time, and I'm bringing the substance into UE4. I'm currently on the latest build 4.9.2

The substance shows up, no problem. I can see all the variables I've exposed, such as changing number of tiles in a tile generator among other things. I've also exposed the output size.

In the editor, the texture look lowres, and I wanted to up the quality. I change to 1024x1024, but nothing happens. I'd expect a lag to have the substance regenerate, but nothing ever happens. The same goes for the other variables. Using the sliders to adjust the number of tiles doesn't work either. The texture won't update.

What am I missing ?

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