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Messages - mykillk

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I see that the vela sample has been uploaded to substance share, and it does now have the world space normal on the plate layer:

Here's a log file, the last iray render had the issue come up where the screen went black after starting the render

I'd say it depends on whether you have any interest in Designer & Bitmap2Material.

If you only want Painter, getting the upgrade @ the new price of $75 would probably be the best option. But if you think you may want Designer and/or B2M it's hard to beat the Substance Live system. $19.90 a month for all 3 software packages, and you still have the option to buy an outright license when you've paid enough in. Best subscription plan in the 3d content authoring industry...

Is there a minimum amount of VRAM recommended for Iray rendering? According to my output I'm getting a lot of out-of-memory errors on my 2gb card.

I've attached the log where my GPU usage went down to 0% pretty much when doing an Iray. The very last Iray render is the one where it seemed to happen most noticeably.

No, a desktop computer.

I even made sure to set up an application-specific nvidia settings profile that has the power saving mode to "Prefer Maximum Performance"

Sometimes it uses the GPU to great effect (i.e. I can get 55-60 iterations in 20 seconds), sometimes it seems to completely ignore the GPU (and do about 12-15 iterations in 20 seconds).

So one thing I've noticed about IRay is that it seems to at times randomly decide to not use the GPU, drastically slowing down the rendering time. I have not found anything in particular that seems to cause it. Even closing and reopening Painter doesn't seem to get it to start using the GPU again.

I've also noticed that the iray render view tends to be "unreliable". Especially the first time you bring the window up on a specific render. You see the render image for one or two frames, then it goes black. The only way I've found to reliably get it to come back and render all the iterations properly is to click the "override resolution" button and then click it again to turn it back off.

I will see if it seems to be linked to the yebis effects.

EDIT: Yes, definitely having Post Effects activated is the source of the issue. Disabling the Post Effects causes the iray rendering viewport to work reliably. Enabling it again causes the screen to go black again. Running on v364.51 (latest) nvidia drivers.

Ok, that was it. The sample project doesn't have the world space normal map on the plate layer, which the video did. Mystery solved.

I was using the project in the samples directory as a starting point (basically the only change I made was to add the copper & concrete material layers and the mask editor) which seems to be the same one as in the video.

- A world space normal map and a position map, be sure that those two are load into your texture set settings (or bake them)
- You need averaged normals (on the vertices) on your mesh, otherwise the blending will not be smooth

I will check if those are present. Maybe the sample project is missing these. Now that I think about it, I did see some minor differences between the project in the video vs. the sample project so maybe they are a bit different.

Hi guys,

Been watching and following along on the new Painter 2 features playlist on the youtube channel.

Going through video #2 about the Smart Mask feature, I'm getting completely different behavior with the Triplanar option when applying Texturing to my Mask Editor. When I turn Triplanar on, the Grunge procedural textures gets extremely stretched. Looks nothing at all like it does in the video. Prior to enabling Triplanar, my textures look pretty much the same as they do in the video.

Having to download packaged sets like the monthly drops one-by-one is such a pain. Are there any plans to be able to streamline downloading multiple substance files at a time?

OpenGL 355.97 drivers dated September 10.

The release notes say that Windows 10 is officially supported now. But not sure if these have the fix or not. So those who are willing to try, let us know your results!

Also even if your layer stack is empty, you still have to compute a texture for each channel of each texture set of your document. If you want to reduce the size of the project, set your project resolution at 256x256 or 512x512 and then zip/rar the project file.

That ended up being a good idea. Saved a considerable amount on the file size, and doesn't make a quality difference in-the-end because you can just set the size back to 2k/4k or whatever and everything's recomputed. Thanks for the explanation.

I'm not surprised the drivers weren't released on a friday going into a holiday weekend here in the States. Tuesday seems to be their typical release day.

I've been following the new Substance Painter Tutorial. One thing that I have noticed is the insanely large file size on the completed spp file. It's over 1 gigabyte in size!! Even after using the Cleanup function the file size is still 500 megabytes.

It's not just the completed file either. I've been working on my own project file as I'm going through the tutorial. Currently my project file has zero layers in it. None at all. And yet the cleaned file size is still 330 megabytes?!?!

What's the deal with the incredibly bloated project sizes? This project only has about 10 megabytes of FBX data and maybe another 30-50 megabytes of baked maps so where is the other 250+ megabytes coming from? Don't tell me the application-wide shelf files are getting saved into every project file...

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