Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zer0Sum

Pages: [1]
Is this not possible, or am I just missing a setting?

I have a model surrounded by a 3D background. This works fine in the main painting/editing window, but when I switch to the rendering view, I can only see the outside of the model, there is no backface culling.

This makes it useless for rendering.

The only option I have is break the background in half, export both halves, and then turn on and off each half depending on which side I am rendering the model from.

Is this the only way of doing this, or am I missing something?

This is the scene from within the main window:

And the same scene from the render window:

I am using Substance Painter version 2019.3.3.

Thanks for any advice!


I am doing some experiments to try to find the best way of texturing a large assets in substance painter, and get it into unity. The easiest way is obviously to just split up the mesh into multiple pieces, and texture each one individually, but when I did this I noticed seaming and gaps that were hard to get rid of.

So, I am trying UDIM.

So far, it seems to be going well. I can export from 3DSmax (using unwrella for the unwrapping) into substance painter, I select the UDIM option, and I get all of my texture sets in a different layer. So far, so good.

I now texture everything, (I am just using very simple concept textures here!) and I get this:

Looks fine, the uvs line up between the different texture sets, there are minor seams, but nothing too serious. So I export to unity.

Unity picks up the multi-sub object, and creates a mesh renderer with 8 slots. So I create my materials and set them up with albedo, metallic, etc, but I notice this issue:

It seems that there is heavy texture distortion on all of the textures. I can't seem to find a reason for this. I am guessing that it is something to do with the UV's not being picked up?

Can anyone shed any light on this? Based on my research on this forum, it seems that UDIM with unity should work, is this not correct?

This is NOT GOOD news for your users. 

Adobe hasn't done anything "creative" in years (except buy up software company's like Allegorithnmic) and when they move to the "SUBSCRIPTION ONLY" model, you WILL lose many of your users. We know the creators and management of Substance / Allegorithmic don't care ... the bosses just walked away with MILLIONS of dollars. The rest of the peon's are basically screwed.

I, and many others, do not "rent" software. The subscription business model is only good for the SELLER. The USER ends up paying for the same software over and over and over.

You say licensing won't change ... just look at the ADOBE business model. Perpetual Licenses will be gone in 3 months.

It was good using your software ... I have Painter and was, just today, going to purchase Designer ... not now. One sale lost already...

Bye, bye.

THIS is exactly what I'm afraid of, and what most people in the 12 pages of comments are afraid of. The licensing, specifically,  Adobe forcing a change to subscription only licensing.

I'm an indie game developer, I'm not a full time artist. I would spend maybe 1 or 2 months in every 4 working on art, the rest is programming, level design, etc.

Using substance painter has massively improved the quality of my (still, relatively basic) art, and I am hugely delighted that I have access to this software, however, as I said, I'm not a full time artist, so paying every month for software that I don't use every single month might not be something I will be able to do.

I will have to wait and see what happens, but if a subscription only licence becomes mandatory, I will have a serious problem.

Yes, you're right, I am having issues with Daz3D's rendering as well. I think it is related to nVidia iRay, since both substance painter and Daz use it.

Thanks for the information!

With the release of SP 2018.2 and nVidia 398.82, I was just wondering what the status of the current driver issue is, as mentioned here:,22711.0.html

I have decided to continue using the latest nVidia drivers, since I need up to date drivers for other programs, and instead I am using Substance Painter 2018.1.1, since this seems to be reasonably stable.

If I upgrade to 2018.2, is it still recommended that I downgrade my graphics drivers, or has this issue been resolved either in Substance Painter or the latest nVidia driver release?


This may not be relevant at all, my knowledge of graphics and rendering is fairly limited, but I am noticing some crashes from Daz3d as well, which seem very similar to the issues that I am having in substance painter. I am not noticing any crashes from any other program on my system, including graphics-intensive programs such as games, and Unity scenes, etc, etc.

The issues with Daz3D only seem to occur when I render with IRay, and doesn't substance painter use IRay as well? Could this be related to the issues?

I am now using the latest nVidia graphics card drivers (398.36) with Substance Painter 2018.1. It is a lot more stable than before, but still crashes quite often.

Are the latest nVidia drivers compatible with 2018.1, or is it recommended to downgrade for this version of substance painter as well? This would cause problems for me, since older graphics card drivers cause issues with other programs that I regularly use.

When substance painter does crash, I have noticed that chrome often crases with it. I believe this is because I often have many tabs open in chrome, and it could be crashing due to memory errors. I am guessing that this is an issue with either substance painter or the graphics card drivers, since I have not noticed any issues with my system that would indicate a hardware problem (I have played games on it, and run powerful programs, etc, with no issues).

I'm hoping that I don't need to wait for either a new version of SP, or a new version of the nVidia drivers to resolve this, but it's looking like that may be the case.

You mean content from Substance Share? Yes, I do have quite a lot of custom materials, etc, downloaded.

I have actually re-updated my graphics card drivers to the latest version, because I was getting instabilities in other programs. I am going to try downgrading substance painter to the last version that was stable for me, which was 2018.1. If that doesn't work, I will try removing custom content.

Thanks for your reply.

I have sent some crash reports after the most recent crashes.

I now can't open the program, change layers, or export textures without crashes.

The crash reports report this:

CRASH ADDRESS : 0x0000000019a08c00

CRASH ADDRESS : 0x0000000000000000

CRASH ADDRESS : 0x0000000000000088


First of all, I have seen the post about the latest nVidia drivers causes crashes, and I have reverted to 388.71. This has actually made the issues worse.

Substance painter has always run fine on my machine. I have a 980ti with 32 Gb's Ram, which should be plenty.

I have recently updated to 2018.1.3, and I initially noticed a frequent freeze when changing layers. I downgraded my drivers to 388.71 as per the post on the forum.

However, I am now still getting frequent crashes, usually when changing layers or adding a new material from the library, but it can happen almost any time.
Sometimes, my entire screen goes black, which seems to indicate a display driver problem. I see notifications in windows that the "display driver failed to start".

I did have the TDR popup appearing, which I ignored until now, since it wasn't causing any issues. I have now modified the registry to solve this issue, but it hasn't made any difference. I have also increased the size of my swap file, again, no difference.

I'm assuming at this point that it's an issue with Substance Painter 2018.1.3.

The substance painter log (attached) shows my driver version as 391, but I definitely did downgrade, substance painter even complains about my drivers being "outdated".

I also attached my Dxdiag log.

Yes! I just signed in to post exactly this! I really, really miss those "nudge" arrows! I will look into that "autohotkey" idea that buliarca posted, but I would really like to see an official solution for this! It is really starting to affect my workflow.


I am looking for some advice on the correct workflow for a complex object I am creating.

I'm working with 3DS max and substance painter 2.

I am creating a model of a spaceship, which requires both a visible exterior and interior (It's for a game).

This has presented a challenge. Unwrapping and texturing the entire ship as a single object is not really possible due to the complexity, so I decided to model the ship in several pieces, with each interior room being once piece.

This worked well, but I am now having a problem aligning the textures between these different objects.

This image should show what I mean:

Here, the upper texture is one object, and there are several rooms below this, which are individual objects, once of which has a texture on it.

What I want to do is match up the texture from the upper object to the lower object, without leaving a seam, while still being able to unwrap the interior as a separate object. I would also like to be able to eliminate seams around the windows, etc.

My knowledge of unwrapping and texturing is not extensive, so this may be simpler than I am making it, but I would appreciate any advice than I could get.

Pages: [1]