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Messages - siks

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Nevermind. I just realised you can edit the 'ConfigurePanel.qml' file in notepad and change 10 to whatever.

Sucks that it took two months and no one was capable of that.

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 believe I have the same issue and it was introduced a long time ago, I think maybe with the 2017 updates but idk. I know two other people who have the same issue with Iray, all three of us have Nvidia GPUs, all three of them are Ti's. Not sure if it's the same case for you guys but I know for a fact if you roll back many many versions the issue will be gone. I've never used Iray since it came along, it doesn't compare at all to any other half-decent renderer.


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.

Hmm I see, that's good to know at least.


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?

Shame. It's possible to fill that area with texture information if you export without dilation, it would be a nice feature to show that area.

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.

Oh thank you. I guess I'll give them a contact.


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.

Hello again. Sadly I'm back. 
I submitted one or two more crash reports to which I got a reply to increase my virtual memory. This time I've allocated a total of 43GB of virtual memory and even with the TdrDelay increased I still get crashes.
I'm sure they're less frequent now, yet still very damaging to my work.

I'm completely out of options, no one I know gets crashes to this scale. Some people haven't even modified Tdr values or virtual memory or gone out of their way to improve performance and don't get crashes like me.

This problem has persisted across windows 7 and 8.1. I've attached a log I've exported right after a crash, I can no longer see the Tdr delay value after the latest update either. Any help is greatly appreciated.

I see. So placing layers in a single group is the same as the baking idea? I don't recall having great performance whilst editing underneath grouped layers.


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.

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