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Topics - caponeart

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This keeps popping up whenever I open Substance, any advice on how to stop it? Seems relayed to iray but I never touch iray settings.

So this is where my tools are, i.e my custom noises/generators etc.


I've been using them on a project and all was fine, then I left the project for a while. When I came back, when loading up substances it keeps asking me to relocate my custom nodes.

The following dependency could not be loaded:


It was requested by P:Ltp4/Prototype/ProjectName/Artsource/Environment/Shared/

Why is it trying to look for my generator in a different folder? My library in preferences is directed at my actual tools location (outside of the project).

Well this is weird, currently using 2018.2.1 and for the last couple of days frames cannot be adjusted. They can be moved but not resized. Have restarted multiple times. Any ideas? Is there a lock/unlock feature somewhere?

edit : Same with layout windows too, I can't stretch/squash docked menu windows

I've watched the official tutorial video on this node but even after multiple viewings I struggle to grasp certain elements of it, so was wondering if anyone can help me understand. I'm currently working away on this;

Now because I have some tilts on the planks the base and peak of my 'nail' heights are the same because I'm using tile sampler. I know the shape splatter can determine where the base and peak is depending on the background input. That's what I'd love to figure out.

So I set up my nails into the splatter and set them up with the same tile XY as the planks etc but what I need is a global offset so I can move all those dots across to line up better like I did with my tile generator. Does Splatter not have this ability?

Say you create a project that is using 100's of custom substances, if you rename any of those substances (in my case through a network saving system such as perforce) then it's going to break the link for any textures that use any renamed nodes isn't it? You'd have to go through each one and relink to the newly named node?

or am I missing something?

Studio has recently gone from Max 2014 to 2018, finding that Substances are now much lighter/washed out. Thankfully we only use substances in max for previewing purposes but curious if anyone has any ideas on what could be making it look so different?

As far as I can tell my preferences>library is only pointing at my new location of my library yet when I search for my nodes in the library it still brings up old ones with red broken text. Any ideas how I can get it to stop showing these old deleted files?

Edit : Ah I hadn't updated ALL of my filters in this area!

I've set my substance to 2k in substance before exporting. I've set substance from 256 to 2K in my toolbag material after importing the substance yet it still appears low res (as if it's 256 still). Is there something I'm missing? a secret way of updating it?

I have latest Substance Designer and Marmoset, when I load a sbsar into marmoset the exposed parameters are there but changing them doesn't make a difference. I'm guessing it's marmoset not being updated to the latest substance nodes, shame because my latest substance uses a few of em (such as floodfill). Just checking to make sure that's likely the issue here?

I've used mask generators before to make edgewear before but I'm struggling with my latest asset. It just doesn't seem consistent. i.e on the 3 cylinders on the right it's kind of working but then on the wheel on the left it's filling it out entirely. Some ideas;

- This is the first time I've used low poly as a high poly when using generators. Is that it?
- I've left most of the baking settings as default
- It's quite low poly, some cylinders are 4,6,8 sided etc. I can understand why those wouldn't work.
- I'm primarily working with MG Mask Builder and Curvature
- I've baked every map apart from ID

This is probably something that is incredibly straight forward and simple but I can't find anything online about how to see UVs in Substance Painter. You can temporarily see them in polyfill mode but not when in brush?

I'm trying to work in a way that excludes shinyness (roughness) when previewing my assets. Just want them to look full rough.

As long as I drag my basecolor only material into the basecolor slot rather than the material slot. Because if I drag it into material, even though I can enable the rough tag I don't see any parameters for it at all.

Everything looks fine but if I reimport the material it suddenly looks shiny again in the viewport and NOW I get roughness parameters.

Just a bit confused. Do I really have to be setting up my materials to have roughness and metal outputs to avoid these issues?

I've found a couple of topics on this but either they are for Designer (I already know how to set up shared libraries with Designer) or are difficult to understand. There doesn't seem to be any tutorials on this, closest I've found are tutorials explaining the shelf system.

It seems to be down to this? So I create a new 'shelf' and can potentially link it to my own folder (ideally a folder contained on a shared network within the company).


Only it doesn't seem to be doing anything, I still have access to the standard content and it's not picking up anything on the new folder that I've directed the new shelf to. Actually it seems to have copied lots of the standard stuff into my project folder for some reason  :-\

In other threads people have tried to explain it but it goes over my head, for example;

Each new shelf will add an entry here: HKEY_CURRENT_USER\SOFTWARE\Allegorithmic\Substance Painter 2\Shelf\pathInfos
You can manually create your custom shelf locally and simply create a registry entry with the content created in this registry key for other users to launch locally and make sure everybody has the same setup.

What's the best way for me to set this up please?

I'm creating an asset which will have an AO baked map that is multipled over everything in the layerstack. That's the ONLY form of AO I want but it seems baking automatically applies it to the model because even if I turn off all layers it is still there? I've even tried applying a white fill layer on top with a material that has only AO enabled and the layer itself is set to AO yet the original bake is still visible. Any ideas?

edit : I've found a solution though curious if there is a better way. It's basically to export the baked AO to the same folder as the asset. Then delete it from the 'bake textures' area, now the baked AO doesn't vanish from your project window and you can apply that to a separate layer.

version 2017.3.0

I have a simple model. If I make any changes to it at all via 3DSMax and reimport FBX via project settings as usual it's just not updating at all. Even tried extreme differences such as extra wheels on my bike asset. Yet if I load the same FBX into a new project it works fine!

Any ideas?

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