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Topics - siks

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Seems this very simple issue hasn't been addressed in 2 months and an update. With the new introduction of permanent freezes and the CTDs that haven't gone away after adjusting TDR delay and virtual memory for the many many months I've used painter, I can't even set the autosave to save every 3 minutes.

The worst part is that the old autosave plugin that was on substance share had a save interval in seconds, meaning you could set it as low as you want. But now it's non-functional. "[Plugin - autosave_tl] Exception occured while calling autosave manager: Program ..... failed to start"

Please guys. These kinds of issues shouldn't be dragged over months and months of updates. Is a hotfix not possible?


I just saw how little this issue has been brought up before. Surely we've all heard of textures that aren't square (like 2048x1024, 1024x512 etc). Painter seems to lack any tools to work in these ratios in the UV layout or through filters. Using a blur filter for example will blur things equally in both directions, if your UVs aren't supposed to be square, the blurring will be stronger in one direction. The same goes for stuff like warping.
On top of this, tri-planar works fine on non-square UVs if you keep the U and V tiling the same, whereas UV projection, U tiling needs to be double of V.
Just a confusing mess really. Most of it can be worked around I guess but there really needs to be more support at least for filters which you have no alternatives or workarounds for.

And here's a very simple one. The resolution of a texture set should at least be labelled which is height and which is width. I can't even remember the amount of times I've had to check which is which.


I just tried to set the autosave interval to 6 minutes, but it keeps bouncing back up to 10. I don't see why there needs to be a minimum limit on it. With Painter crashing randomly like it does, I can get a lot of work done in 10 minutes, nobody wants to lose that.


Recently I did a test to compare creating bumpy noise using both height and normal channels.
The results were that normal is capable of appearing sharper and more tiled than height can. My assumption is that each height pixel needs surrounding pixels to be facing away to create the height effect, wheras a normal pixel can be any colour and facing any angle, and doesn't affect the nearby pixels.

Here's the test:

That said, I'd like to make use of noise made with a normal map more now, the only issue being the only noise I have access to is something like the 'Iron Grainy' material or by bringing textures into my shelf, but not create them all within a project.

One way of creating normals from my own textures could be by simply creating masked layer with height, but then I can't extract the normal colour created by this layer. Is there any way I could do that within Painter, or by using something like a filter made in designer?

I'm wondering if there's an option to disable the grey mask that covers everything on the 2D View that isn't used by a UV shell. There's clearly texture information there and there have been multiple cases where I would've liked to seen what's there.


I own a steam version of SP2 but every since a few updates ago the Iray normals and tangents have been completely broken. I'm interested if I can get access to an older version, since I seem to be one of very few people who have this problem and I doubt it'll be fixed.
I've seen that I can download here from my algorithmic account, but it's not linked to my steam account.

Substance PainterSubstance Painter - Feature Requests - Ungroup Layers
 on: October 02, 2017, 12:42:51 am 

Simply to remove the selected groups without deleting the layers inside. Would make it faster than having to drag all the layers outside then removing the group.


This is a fairly big request, but somewhat of a helpful idea for many I'd imagine.

I'm not entirely familiar with how Painter handles displaying the textures in the viewport, so forgive me if this would be completely pointless. But as far as I know, whenever you paint or make changes to a layer which has many layers above, performance will suffer unlike modifying things at the very top of the layer stack.

The idea is, a function that allows you to select and 'bake' a bunch of layers into a single texture/material, so rather than having a whole set of layers, with complex masks with many components (or whatever you refer as to things such as fill, levels, filters...), all these layers will be instead represented by just a small set of textures static textures.

Here's an example. I have a layer in which I want to paint, above are a set of layers with various details that are static, meaning they won't change if I don't touch them. They don't have any anchor points that are outside of the group.
What I've done is I've exported the textures of these layers as masked diffuse, metallic, roughness and normal. I've reimported them and placed them into a fill layer, the result is the exact same as having all those layers.

These layers could go into a 'locked' state, where meaning if you change anything, it will require a rebake or put the layers back into a 'display in realtime' state where they function as normal. Having layers baked would of course mean anything with a anchor point where the anchor point is outside of the baked layers will not update when the anchor point is modified. These baked groups could be automatically rebaked if any of the project maps are rebaked/updated such as curvature or normal. 

I can imagine the downsides being increased file sizes, but with the upsides being better performance overall especially when working in lower layers when the artist knows they have a set of layers that will not be modified any time soon.
Another big plus would be, working and especially painting in 4k would be far more manageable by more people if having many layers is slowing their projects down.
If for example you plan to paint on one layer for quite a while, you could take every single layer above and bake them, meaning performance should theoretically be almost as good as painting on an empty project.

I've noticed a problem with a standard UV projected texture. Near the seams there seems to be some artifacts that mean I can't have seamless transitions if using a UV projected texture.

This is just a standard mask with a alpha, no filters or anything applied other than a levels to make the artifact stand out more. It's rotated and tiled at about 17x scale. What I don't get is why are UV borders affecting a UV projected texture?

Another problem I see is that blurring the texture creates more artefacts near the seams, makes me think the texture is only applied only the UV shells?

This is the second time I'm facing this problem, both times in the same project. I switch from one texture set to another and the red bar shows up. During the first time, it loaded fine but once I pasted a bunch of layers from a different texture set it began loading once more and the loading bar froze. If I touched any of the layers it would straight away go into not responding and basically crashes.

This time I'm not even pasting any layers, I only switch the texture set and its in the same loading frozen state. If I touch the layers it goes into not responding and basically crashes. I can still move the camera around without a problem, but it'll never load and anything I do crashes the program.

Unlike the first time this leaves me unable to continue working. It happens every time I switch to my main texture set every time I launch painter, which is also my largest textureset. The project is only 4gb in size, the layer thumbnails don't even load.

Exported log after strating up Painter after a crash.

First off, I love painter and it's a core piece of software in my workflow and I love seeing it improve, that said.

Ever since quite a few versions back I've been receiving CTDs in Painter when working with larger projects. I've submitted crash reports for when I'm given the option after crashing, and I've only ever received 2 or 3 replies to fix the issue, neither of which did fix it. As I'm no longer receiving replies I'm hoping someone here can help pinpoint my issue.

Regarding the replies, I've edited my registry to increase/remove the TDRDelay and have also increased my virtual memory to a fairly large amount (around 30gb if I remember correctly).
Other than that, I've combined all the meshes in my scene into a single object and disabled some Nvidia control panel features for painter as listed on Allegorthimic. These haven't fixed the problem.

In pretty much every case, painter is loading/compiling something (the red bar shows up). There doesn't seem to be a correlation between what I'm currently doing and crashing. I could be adjusting a levels or adding a layer, I get scared to even touch my mouse whenever it's loading. It doesn't crash when idling or loading a file. It can crash when editing layers at the very top of my layer stack. I work in 4k but have just the same received crashes in 2k.

My files are around 4GB+, since Painter doesn't have an autosave feature and the only alternative is a plugin which saves automatically for me I tend to lose lots of progress. I'd save more but with such large files it takes forever as I don't have an SSD, the autosave plugin doesn't help as it's no faster than manually saving leaving me sitting there for a couple minutes.

What could be a single days work is becoming more than a few because I'm losing progress and can't get anywhere with these crashes. This seems to become more and more of a problem with larger files, it's happened with the little amount of texture sets I've had (from 3 to 7).
Any help would be greatly appreciated.

My specs:
GTX 980ti 6GB
i7 4790 @ 3.60GHz
16GB DDR3 1866MHz
Windows 8.1
SP Steam version (2017.2.0)

Substance PainterSubstance Painter - Feature Requests - Colour Selection Opacity
 on: September 02, 2017, 12:12:24 am 
I don't see why this isn't a thing, the colour selection doesn't have an opacity value, only a single solid output overriding everything below. Would be nice to actually blend the colour selection with things underneath.

I can only assume this is a bug. I have the majority of my layers within one folder. Inside this folder I have a few normal maps for certain parts of the object that I need to have 'replace' blending. Outside of this folder I have a fill layer for the normal map.
My normal mixing is set to replace and I want the normal maps within the folder to replace areas of the fill layer, though for some reason the folder overrides my 'replace' blending for the normal maps inside as well as everything else inside the folder.

tl;dr - Normal map blending for every layer within a folder is overridden by the folder's blending mode. Bug or no?

I've been running into this problem over and over. I can't pinpoint the cause but whenever I try to paint on a layer's mask it ends up making the brush white, no matter what greyscale colour I choose. This happens to every single layer, and only for the mask. Painting in a regular layer still works fine, but painting straight on a mask or if I add a 'paint' component to the mask, it results in this problem. Fill/Grunge and filter components still work fine.

Here's a quick video to illustrate this.

Just realised that the colour input was disabled... I'm pretty sure this has happened before with the colour input still enabled but just ignore this current post.

Hello. I've had this happen across quite a few Painter version and still. Basically the greyscale selector you have in the brush menu just disappears. I can't seem to see any way to reset the brush settings during a session, so I'm pretty much forced to restart if this happens. Usually happens after messing around with brush alphas or possibly using an alpha as the greyscale input and then removing it. 

Here I have a brush equipped and the greyscale bar is not there, painting has no effect because there's no colour input.  :-\

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