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Messages - Jaycee

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This is still one huge missing feature. Selection tools like in Photoshop, but with feature of selecting material like Color, Height rough, metal, nrm. Say you painted a bolt and you would like to copy that bolt to another area on the model it would be nice to be able to make a lasso selection and copy paste and move it to another area. Right now you have to paint things again and again.

Substance PainterSubstance Painter - Discussions - Re: blur the alpha ?
 on: January 09, 2018, 01:14:56 pm 
Bump..... still need a function for blurring alphas

If anyone should wonder what the problem with the bad normalmap compression is, Wes found out that the problem is a limitation of the Unity plugin at this time, which will be fixed sometime next year...

Did you get a chance to look at it? Did you find out what the issues is? I never heard anything back?

you guys are right... I made a mistake, it does work.  (embarassed) :-[

Thx for your help!

Substance DesignerSubstance Designer - Technical Support - Gradient to normals?
 on: November 07, 2017, 02:50:49 pm 
When you convert a gradient to normals is does not convert correctly compared to its values. It comes out flat even though the normal node is set to high values. Is this a bug, or should I do it in a different way? I am on the newest version.

Thx for the reply Wes and thx for looking at it. I have sent the file to you!

Substance DesignerSubstance Designer - Feature Requests - Disable Notes
 on: October 27, 2017, 11:17:17 am 
I would really love the ability to disable individual notes, so that I can see what it will look like without the notes and toggle between the result. Right now you will have to rewire or delete notes to do this.

Is this an error on the implementation of sbsar in Unity? I am getting really bad Normalmap banding when using sbsar directly in unity even using raw format. I have tried everything, both are 8bit, but compared to manual export from designer it looks pretty bad. Here is the comparison, left is manual export. I really want to use the intregration in Unity, but with this quality its not usable. Please help, am I overlooking something?

Ok so I know what some of the problem is. When you work in Substance designer, whatever you have done or used stays in memory, so after a while even after having deleted notes, changed output size etc the memory is still bloated as it keeps everything in memory, it does not clear unused memory. I had a small notetree that was like 8 gb memory after working around. If I close the software and open the notetree again, the file is much smaller -> 512mb in memory.(which is still alot)

So it seems to get around this problem until Allegorithmic fixes it is to restart the software frequently.

Hi Celine

Thx for your reply. I am only using opengl or direct x on win 10. I am on the newest version of Designer and as alessiobonci mention, I have not noticed this problem on the previous version, but I am new to substance, so was not sure how memory heavy it was or if its me using a bad process. It does seem like it might be a memory leak though, but it does not happen all the time I think. If I can reproduce I will send the file to you.

The problem with the memory not getting flushed, is pretty simple to reproduce, just delete a substance and see that its still in the 3d viewport and in memory even though you have closed it. I think you should flush the memory when you have closed a substance so that its not still taking up memory.

Is it normal for Substance to suck all memory even for a super simple tree? I am new to substance and I am finding this pretty bad. 16GB eaten up like nothing. Is there something I am missing?

Even when I remove my substance and start on a new one, the memory does not get flushed?

Is it me that just cannot find it or is there still not a lasso selection and transform tool in Painter?

For me this is vital for texturing!

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