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Topics - max.puliero

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Hi guys, Sorry but Alchemist still can't read my custom exporter:
I get this error from the log

Im on win10, gtx2070super.

Thank you.

Code: [Select]
[INFO][Debug: RenderableCacheController.cpp:467 Alg::RenderableBase::RenderableCacheController::saveIntoCache()] Cache stored (asynchronously) at D:\temp\alchemist\render/10305846514122215378-6397464378991995999-2048x2048-0_*_.tif
[INFO][Default] qrc:/alchgui/Common/Utils/Analytics.qml(29): Sending event (panels, open, export)
[WARNING][Default] qrc:/alchgui/Common/Utils/JsUtils.qml(141): [WARNING][JsUtils] getModelData(): data not found in ListModel on index 0 and role value
   ... (repeated 1 more times)
[WARNING][Debug: ExportController.cpp:165 Alg::MaterialUtils::ExportController::importExportPreset()] failed to copy user preset hero_alchemist.sbsar
   ... (repeated 1 more times)
[WARNING][Default] qrc:/alchgui/Common/Utils/JsUtils.qml(141): [WARNING][JsUtils] getModelData(): data not found in ListModel on index 0 and role value

Hi people.

I create a custom exporter in substnce designer, but seems that Alchemist can't read it.

Here are the sbs and sbsar files.

Thank you!

Hi all.

I'm trying to make a custom generator for SP that allow the users to get the "use micro detail" option.

Do you know how to do that?


Hi all,

Using CAGE option for bake if the UDIM option is turned on gives me wrong result, as you can see in the picture below.
No problem if UDIM option is turned off (but in that case the uvs must be in 1001 space).

Hi people.

I got this wierd seam, can be a bug?
I double checked the export settings and the settings in Unreal, I also tried to invert the gren channel but I still got the wierd seam in the middle of the geo.

It is actually the first time I have problems with normals coming from painter.
I'm using triplanar maps.

here is a screenshot.


Me again :)

I can not find a way to export correct 16bit depth map from substance player to Zbrush.

I tried:

TIF: substance player use a compression that Zbrush can not read
TIFF: not supported by Zbrush
EXR: substance player use a compression that Zbrush can not read
HDR: zbrush reads the map as 8bit, or it lose details for some reason
PNG: zbrush reads the map as 8bit

The work around is to export a TIF, open in photoshop and re-save it with out compression.

any idea?



I know that the 'output color' from 'uniform color node' expose RGBA by default, but I was able to force RGB switching from Float4 to Float3 in Input Parameters in Designer 5.

I wonder how to get rid of the A channel in 2018.1 version.


Substance PainterSubstance Painter - Discussions - HSL filter is too sensitive
 on: November 02, 2016, 06:38:22 am 
Hi all

Compared to photoshop the slider of the 'hsl fileter' in Painter (and Designer) are a lot more sensitive.
I really prefer the photoshop sensitivity, I feel I have more control, especially because using a wacom I work more with sliders than numpad.


Hi guys.

So I have this sbs composed by 3 graph, but after publishing only 2 of these are in the list.
the graph named 'cliff' (wich is the most important) doesn't appear in the list.

I attach here the .sbs and the .sbsar files.

Any idea?



ok solved!

I didn't turn on 'output(s) computation'

Substance PainterSubstance Painter - Feature Requests - few UI ideas
 on: August 19, 2016, 07:31:39 am 
Hi there! thanks for spainter, I use it EVERY day, love it!

1* make pen pressure on/off as toggle, long press to get the popup (?)

2* add an hint of shortcut next to the tools pop up.

3* when editing the sliders pressing shift+drag to move it slight.

4* a snap on Enviroment Exposure 0, to not insert the number manually everytime.

thankyou for your attention! :D


Substance PainterSubstance Painter - Feature Requests - warp tool?
 on: August 19, 2016, 07:23:51 am 
Any chance to get a warp tool for proper projection painting?
 thanks :D

Substance PainterSubstance Painter - Discussions - hide default textures
 on: June 14, 2016, 03:31:43 pm 
hi guys, amazing work on painter 2!

is there a way to hide all the default textures? or, even better, is there a way to not mix the default textures such ad id map, curvature, normal map etc.?


Hi guys!

As the title say, is there anyway to force painter to export png 24bit  (8bit per channel)? would be cool to have such options before the export.


instead of using the small pen next to the sliders to edit the numbers, would be cool if pressing CTRL+ Lclick on a number you can edit it.
like you do in blender for example, very handy.

as title, can I share a custom texture made mixing custom textures and also a material from the default 'game texture' pack of substance painter?
(the packs you can download from the download section of painter)


Pages: [1] 2