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Topics - walker.troy

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I know the version of substance painter I have (1.7.3) is no longer in support; however, I seem to not have an upgrade path available and have been getting this TDR problem on my Quadro K4000.

I previously had the 391.33 Certified driver version, and updated to 397.93 QNF but it didn't make any difference to SP crashing with the TDR error 7.

I have a temporary work around by extending the TdrDelay (0x00000014) and TdrDebugMode (0x00000001) in registry settings (

I just have never before seen my GPU on this thing go to 100% for over 3 seconds ;)  The TdrDelay is set to 20 seconds now, and after many attempts to extend it I found that the model I had been working on had atleast a 10 second delay loading or whatever it was doing with the textures.  There really are not that many honestly (imo), but it is what it is.

I am not expecting any miracles here on a backport if a fix is resolved, but I thought I would contribute here about this anyway.  If a fix is provided in a newer version of SP; perhaps a grace upgrade path for us older users could be offered? ;p

Anyway, I attached logs from before and after the driver update.. while I do not believe any specific errors are shown in the logs other than system specifics.. it was clearly the TDR error 7 code (timeouts).

If you all would like the project file, please feel free to contact me and I would be happy to email it or provide a dropbox/onedrive DL link for you.

thanks!  (still a great tool)

I added DxDiag as there appeared to be a WER6 notification regarding substance painter with a fault bucket code

I submitted a bug and a repo project (and al), but I am wondering if anyone else is having this issue with blend nodes and cropping area adjustments stop working?  The values such as left and bottom or right and top will not transition from 0 to 1, they just jump to either 0 or 1.

•Dynamic parameters in Substance graphs are now evaluated using native code instead of bytecode on Windows/Mac/Linux, resulting in faster texture generation

reference: (5.2 release)

Does this mean that the potential to now support procedurally animated substances for WSA and Universal Apps could happen in the near future?

I just upgraded this afternoon to play with the new bevel and pixel processor nodes...  Is it just my mind playing tricks, or has the performance been improved?  Not just in general (like node calculations), but in 3D view post effects (such as DoF)?

I had a few instance nodes I made that when generating 2K masks dropped from ~1300ms to ~1000ms to generate... I dunno, maybe it's me... and I need to go for a walk outside or something. :D

some work done over the weekend:

I often find that it would be nice to be able to check seams in the 2D view, but unable to when zooming in.

It's nice to be able to see the boundaries by hitting space-bar; however, you are only able to pan to the edge of the generated image...

(image 1, full zoom visible boundaries)
(image 2, no panning past generated image :(  )

you can use the attached sample sbs file.

I'm curious to know if it is just the hardware I have (Quadro K4000) or the drivers (I've tried two variants 341.x & 353.x).

To replicate:
- open the sbs file and note the "Splatter" frame, select the node... it's currently set for 16 iterations (Numbers value)
- change the main graph output to 4K resolution (parent x16)
- begin incrementing the iterations on the splatter....  my system will "restart" the display drivers at 64 iterations.  With lower resolutions (say 2K) I can generally get up to 128 iterations.

"if" you do get the display adapter reset (or driver stops responding) and are using Windows, you can exit SD, open task manager and kill the now hanging SD process.

Does anyone else get the same results?  If so, (or not).. what hardware are you using?

After watching Rogelio Olguin's series on topology use in SD, I thought I'd give a try at a style of flagstone:

a slightly modified version of Rogelio's displacement technique using splatter and warp maps to create the surface shape and variants for the flakes:

shape distortions:

shape geometry change:

application using custom SVG for shape:

still some to do, and a lot of colorization...  I like the attention to detail that Käy Vriend implements in his slate examples... I'm probably follow along to something similar for these (bluestone is the target of type flagstone).

I do need to put some variation for the rings of flagstone (all using the same output)... still a WIP though :D

It would be a nice future feature to be able to generate vector displacement maps.  This may not be so common for game engines, but is used heavily in other DCC areas.

(although, I have seen some support for it with custom shaders in Unity)

Is there a recommended practice for limiting sub-graphs and package parameter exposure for published substances?

I have created a substance which uses both.  No parameters for the packages are currently exposed in the main graph, and thereby are not visible nor editable in the substance.   I also have sub-graphs to the main graph (primarily for organization, or minor tweaks copied from other packages I made) that do have parameters exposed in the main graph... as a result, each sub-graph shows up as an additional material ( along with its' texture outputs) and can be used separately from the main graph.  This is not what I desire.  I do not want those to be usable or seen; however, I would like to be able to edit the properties for them while not having their outputs exposed.

Should I create independently exposed parameters in the main graph, and utilize an empty function to pass the main graph localized parameters into the sub-graph (or package)?  Will this do the trick and hide them?

I was trying to come up with a solution that would allow me to create a gradient based on a specified region.  While I have something close to working, there is one issue (see image, blue area).  While I can mask this out and pass the result out, I'm wondering if anyone has a better way to do this?

My plan was to be able to allow one to create a "white space" across the image and differing levels which could be used in filters such as dirt.

I thought about writing a sequencer/sampler with a FXMap, checking the vertical luminance and taking the value to return as the transformation beginning and end for a Transform2D node (which took a gradient in) and then masking it out... but, wow that was getting pretty ugly.

I've attached an SBS with the graph...


example usage:

User Voice:

Would be great if we had a switch/case style function for doing value comparisons against Floats or Integers.

The input to the node could be either Float or Integer, with case value output of type Float or Integer (optional, but persistent to the function node).

Say I have a drop-down, with 4 options (0,1,2,3) and I need to be able to feed a particular value into an Instance Parameter based on that selection.

I'm currently attempting to do this with a function that gets the input integer and cascade the results of comparisons between those options (returning a final value which will set that Instance Parameter).

I'm finding that creating a cascaded "if... else" that can evaluate an integer and either transcend the input integer or the result for a Float value to be ... difficult.

A simple switch/case function would fit this perfectly

When I create a duplicate of my imported substance and assign my custom shader.. everything works great, until I modify a tweak on the substance (or adjust output size) and click anywhere in the inspector, project, or heirachy in the editor.  It looses the assigned shader, and eventually crashes Unity pretty hard... 

note: this does not happen if I create a material outside the substance library and just apply the textures generated to my custom shader.

I'll file a bug.. it's pretty nasty.  I'm just wondering if I misunderstood how to incorporate a custom shader with a substance... either way, i'm not sure that behavior should be.

[edit] perhaps we create duplicate prototypes that allow us to make variants of the same substance, which we assign (like noted above) to our own separate materials/shaders?...   and shouldn't be messing with the sbsar auto-assigned shader (which is bumped shader or something).  will this even work on low-end hardware (such as SM2.0 D3D11 9.1 ?) or will the substance designer default shader have some negative impact if that shader is not down-level compliant?

I've read the posts related to matching output tags for use of substances in Unity; however, I guess I have a use case which I need to provide an output to a generic (or actually shader dependent) identifier.  Is there a usage tag that I can use to define this that will match the input for my shader?  I tried the $matte, $any, and some others and not really finding any documentation on this.

  If I selected a known Unity tag (such as specular) the texture will get generated... and its' name is extended with my defined Identifier.  This is ok in this case, but I don't really know the ramifications by publishing a substance that uses known Unity tags for....  my crazy ideas and what (if any) issues it may cause later for my scripts.

just noticed that in a graph I was using, there was a bitmap and a svg resource that had a PKG Resource Path to a different substance file (totally outside the scope of the current substance I was working on).  However, there was no clear indication that this resource was not internal to the substance graph I was currently working on.. and when I made a change to the resource (in particular a svg mask I made), it updated the original resource in a separate substance that was not even loaded into the editor.

I can see this as being a benefit in a way (especially if there are dozens of parts or meshes using this); however, there is also a huge issue in that there is no clear notice on the node or outliner that a PKG resource exists externally in a different substance.

Sure would be nice to have at least a "!" icon on the node in the graph view that this references such a resource.

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