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Topics - Dan Burke

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Hi there,

I would love to be able to instance across texture sets with masking. Here's why;

Imagine you have to make a huge ground plane. You might have four UV sets after breaking it up in to four pieces.

Each quadrang has a 4k texture. You want common elements and fixed seams across each quadrant of the ground plane so it looks like one huge 16k map, but you want to mask them differently, e.g., Same grass, dirt, flowers, etc.. So, when you make changes to the grass, dirt, or anything, this updates on all maps and all texture sets, but the masking is different. Quadrant 2 will have a different grass distribution from quadrants 1, 3, and 4.

Is this possible? This would really be an amazing feature. I can seemingly instance between texture sets but I cannot mask them independently (from what I can see). Simple painted masks, nothing fancy yet.



Hi there!

Just wanted to say, the .glTF exporter works great. We're using Substance Painter for this instead of Max or Blender.

Trouble is, my mesh name is not being saved in the map export. I don't see an existing configuration for .glTF in Substance Painter that I can modify. Is there somewhere I can edit the way this preset is configured as I would for VRAY, UE4, or Unity?

Ideally, I'd be able to modify the existing preset, or, it would be nice if there was an identical, user-configurable preset I could modify to add my model name in the filename.




Is there a way to ignore backfaces whilst selecting faces or UVs when masking? This is a nice way to mask, except that selecting faces can be problematic when a bunch of faces on the other side of the selection get tagged...and then trying to fix those can result in deselecting faces you want selected.

This could be a feature request too if there's no existing functionality for it.



Substance PainterSubstance Painter - Discussions - Import Custom Fonts?
 on: March 06, 2017, 10:14:58 pm 

I'm loving the built-in text tool in 2.5.1. The fonts are pretty good too, but is there a way to import my own .TTF or other fonts? I see that in the Substance Painter 2\resources\shelf\allegorithmic\procedurals\Fonts folder there are .sbsar files there. I tried placing a .TTF in there just for giggles, but that doesn't give me access to the font. Didn't think it would be hey, why not give it a shot. ;)

Can I import my own fonts for use with the Substance Painter procedural text tool?

Took me a minute to figure out how sizing worked until I realized that the text just has to fit the brush and the brush has to be scaled up, rather than the text scaling independent from the brush, as I initially expected. It's nice though because I can dynamically change the size of the text, so it's intuitive now. :) I also like how the text honors Substance Painter's fluid resolution scaling. Woot!


Howdy. This idea is probably not unique to me, but here goes;

I'd like a way to export all channels by UV set.

Scenario: Let's say I have 10 texture sets as a way to separate objects, for isolation, paint speed, using fewer masks (workflow-preference), etc. Let's also assume that these 10 objects use two different UV sets, perhaps only known to the user. Texture Sets 1-8 are for objects as part of a character. Textures 9 and 10 are part of a weapon/shield collection.

Function: User exports Texture Sets 1-8 as UV set #1, which combines all channels; Diffuse, Normal, Height, Emissive, Roughness, etc., into one PSD, ideally with named layers. We already have the excellent option to export to individual PSDs by texture set, but then there's the laborious task of manually combining everything.

User exports Texture Sets 9 and 10 as UV set #2, which flattens all channels to one multi-layered PSD for all channels, Diffuse, Normal, Height, Gloss, Roughness, etc. or whatever is used.

This way, exporting to other engines for real-time, render (or both) is much easier. It would allow much easier integration back to programs like Unity, Unreal, VRAY, etc.

Think of this too as a way for the user to simplify a character down to the least amount of texture sets (two in this case) after the combination is complete, because all source layers would then be in Photoshop. So, if the user wants more changes or just wants a simpler workflow, he/she could then apply the newly combined texture set for the character and one for the weapon/shield, or whatever. This would be handy when it's no longer necessary to have so many layers for each finalized texture set. This will improve performance and also makes it easier to change resolution of texture set(s) without going through so many texture sets based on separating objects.

Feedback welcome and again, I'm sure I'm not the first to suggest it.




Allow users a way to save texture set resolution configurations, e.g., a working resolution for fast performance and a render resolution for best render quality—sort of like render configs in Max.

If someone has 10 texture sets in a scene as a way to separate objects using the same or different UVs, it's faster to reduce all of them to their lowest practical resolution whilst painting for best performance (varies by machine/GPU). At render time (Iray), one should be able to select a configuration where all materials are at their max resolution or wherever the user decides. One could save a different copy of the scene, but renders happen a lot when changes are being made and there's no way to avoid having to go through each object to adjust its resolution for best-quality renders on everything, especially as a way to show progress to someone else, for a website, etc.

User configurations per scene would remember the texture set resolution for every texture set for a given setting, e.g.,  'working','low rez', 'best render', 'mixed bag' (good-looking yet good performance), etc. Users would choose resolutions for each configuration and we should be able to name them too.

Hope that's all clear. Maybe this is already possible, and if so please let me know. Otherwise, it's a feature-request! :)



Substance PainterSubstance Painter - Showcase - The Beast Warrior
 on: March 01, 2017, 10:23:05 am 

This character is 'The Beast Warrior'. I'm adding a mini environment (ground) and an axe soon, but take a look if ye like. This was created using 3D Studio Max, ZBrush, Substance Painter 2, UV Layout and Photoshop. Original design by me.

I'm loving how easy it is to use Iray. Is there a turntable feature in Iray? I'll have to look and see but if not, that would be nice to have.

Here's the gallery on my Art Station. I'll be updating it and this thread as I add some of the final elements. :)


Hi there,

This is both a question about existing functionality and possibly a product idea.

Is there a way to change all of my texture set resolutions at once? Ideally, there should be a way to save configurations for painting vs. rendering in Iray. This may already be possible and if so, please let me know. ;)

Basically, I'd like one setup for painting (fastest performance) where some texture sets can be very low, say 512 or 1024, but varying depending on what they are and so objects still look reasonably good in the viewport.

For rendering, I just want to 'Max' every texture set to its sensibly-highest resolution before rendering without having to go to each texture set and change it manually, which can be a little slow when you're increasing resolution. I don't mind waiting, but it seems that I should be able to change one setting rather than a bunch of texture sets individually.

Ideas and feedback welcome!



Substance PainterSubstance Painter - Discussions - Save Material?
 on: December 24, 2014, 11:36:03 am 
Is the .SBSAR material something that can be saved from Substance Painter or is that only from Substance Designer? Looks like it's only for Designer, as I can see that people are requesting this functionality for Painter and it's gotten 19 votes. :)

Looks like I answered my own question. Hehe.



I've been working on some tutorials from the YouTube site, and they're very well done. Great narration, great speaker, clear explanations, no background music (a good thing), and no annoying mouse clicks or other things which can make tutorials horrifying.

Problem is that as I am trying to follow some tutorials for S. Painter and it's crashing on me.  I'm using v. 1.1, downloaded last night. It crashed once on Save (corrupting my file) and another time it crashed when doing UV-shell masking.

I'm on a dual XEON hexacore machine with 48GB RAM and an NVIDIA GTX 680 card. Win 7 64-bit OS.

One potential problem is that SP created a user folder on C:, but that drive only has 390MB available (it's just an OS boot drive, SSD). I installed it on D: where I have plenty of room. Is there a way to move the user folder to D: or perhaps this isn't the issue?

Also, I have 24 logical cores on my machine what with hyperthreading over a dual-hexacore system. I didn't see a way to disable cores for Substance Painter, but is there a way to do that so it's only using physical cores or CPUs?

Thanks in advance.

Hi there!

I'm new to Substance Painter. It looks fantastic, and it seems poised to take a lot of the grunt-work out of texturing for me. So far I'm quite impressed, and it's really nice to see a normal map I can paint over (treated as geo) in the render view!

Few questions, and forgive me if I should know the answers already...I've looked and am still wondering about:

1. Is there a way to 'pick' a color and material, like in Photoshop or ZBrush? Also, it should be hot-keyable.

2. My cage model has a normal map but relies on sub-division smoothing. Any way to simulate this in SP?

3. Is there a way to toggle 'full-screen' view in the 3D paint window?

Thanks much!


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