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Messages - funwithayoyo

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Is there a standalone version of Alchemist?  Or only accessible through the launcher?

After playing around this further, I can see that if I drop in the original position baked map into the Triplanar Advanced, the pixelation vanishes.  If I put the newly baked position map for that model in, pixelation ensues.  I'm thinking, there has to be so whacky stuff happening in this new position map.

I open the original position and new position side by side and their qualities look the same.  There are UV shell differences but nothing seems weird.

Top image is the wrong position baked map, bottom image is the correct position map.

Hey all,

I just copy and pasted a layer stack to a new texture set to just clean up some masking and noticed that some triplanar advanced generators are taking a dirt noise and making it super low res pixelated.  Do we know what causes this?

Attached is the original texture set mask isolation, the second image is the copied stack and what I get when I isolate.  Deleting this generator and using a fill set to triplanar does work however.

Which makes me wonder, what is supposed to be the functional difference between a fill set to triplanar and a triplanar advanced?  the advanced version just seems to give me more headaches.


To be more specific, its not actively moving a panel to the other monitor, its having set panels, all beautifully organized and doing work.  But agreed, this smells of GPU instability.

Ok we got it figured out.

I also started getting crashes with May 2018 and the hypershade as well.  For Maya I had to use DirectX 11 (as opposed to the openGL compatability render mode) otherwise Maya spawning a window on the secondary monitor caused the freeze.

With Painter, the project is already set to DirectX.  But anytime I tear off the windows and set them on the secondary monitor, then start working (i.e. creating a fill layer with a mask) insta-freeze.  Inversely, if I keep all the settings, layers, and such on the primary, no crashes.

Is this fixable???  I work with 2, 30-inch monitors and would LOVE to take advantage of that display real-estate.


After working in Painter for 10 or so minutes after the fix, ALT + clicking into the mask of a fill layer crashed Painter again.  But, after clearing the Substance Painter and Substance Painter 2 entries in the current_user software registry tree, I was able to at least create the mask to begin with.

Will keep on looking for solutions.

Good news.  After going through the documentation again I found a registry edit I hadn't tried related to the current_user software keys.  I deleted these keys so Painter could regenerate them and it worked.

Anyway, for those future people who have this issue try that out:

Weirdly enough I get no crash report.  I just get the white overlay on the software while the blue windows icon spins indefinitely.  I sent a bug report through a fresh startup of Painter but just cannot figure out what happened.

EDIT: I just saw an update for Painter was available, 2019.2.3.  I installed it.  Plus an update to the Game Ready Nvidia driver I'm using and also installed that.  Still crashing however.

I did want to mention, are there any known Windows services that have issues with Painter?  In the beginning, one of our technical guys got around Painter not starting because of some sort of service running in the background.  You might see I'm grasping for anything at this point :-)

Hello all,

I've recently run into an odd crashing problem where any sort of scene I make (even demo scenes) will crash when I create a layer and add a mask.  I've tried a number of things: sifting through documentation on other programs that might compete with Painter, reinstalled a couple different types of drivers, opening other artists scenes to test (they still crash).

I will mention no one else is having this issue so it's definitely local, just curious if anyone else has experienced this and if so what the fix was.  Otherwise, I'll attempt a reinstall tomorrow.



Substance PainterSubstance Painter - Technical Support - Re: Triplanar issues
 on: October 01, 2019, 05:42:05 pm 
Right.  I'm just contrasting this behavior I'm seeing to something like Mari, where I have done most of my production work.  Triplanars in that environment, even at 8-bit don't create seam discrepancies after baking down and registering to UV's.

I'll adjust my workflow to compensate as you have described earlier.

My thanks again.

Substance PainterSubstance Painter - Technical Support - Re: Triplanar issues
 on: September 30, 2019, 05:20:40 pm 
Ok, I see.

I was curious, simply because I'm not aware, but how far removed is the triplanar projection process from UV dependency?  I was under the assumption that triplanar processes were independent of UV's (thus textures) in its projection and was a way to mitigate these sorts of issues.  I suppose though, if your projection process is looking up position data dependent on UV's to begin with, you might get these UV created alignment seams.

Thanks for the help,


Substance PainterSubstance Painter - Technical Support - Re: Triplanar issues
 on: September 30, 2019, 04:09:47 pm 
Alrighty, I baked out the position map according to the 2018.1 update blog page recommendations. 

In these images I'm showing the previous result (per material solution) and the second two are using the new full scene normalization scale.  Those two images are using two generators, one as a Triplanar Advanced and the other using the Mask Editor with same B&2 Spots pattern set to triplanar projection.  Sorry for first image UV view being different, I had selected the other texture set.

The seam is still visible :-(  Any further recommendations?

Substance PainterSubstance Painter - Technical Support - Re: Triplanar issues
 on: September 27, 2019, 08:00:34 pm 
Thank you sir!  Will get into these recommendations now!

UPDATE: I ran the new position bakes out with the new full scene parameter.  It does appear that the result is "better" but I'm still seeing the seam.

I will update before and after position data update images.

Hey, thanks for the assistance Fabrice!


Substance PainterSubstance Painter - Technical Support - Re: Triplanar issues
 on: September 27, 2019, 05:33:07 pm 
Ah apologies for that.  In retrospect I hoped I hadn't hijacked his thread.

Position baked settings ...

Substance PainterSubstance Painter - Technical Support - Re: Triplanar issues
 on: September 25, 2019, 03:53:03 pm 
I put together a simpler example, a sphere, UV'd in half, and 2 different texture sets.  Each has identical layer stacks.

1.) triplanar generator as mask - constant value (0.15) in height mediated by a B&W noise set as triplanar

2.) B&W noise into height as triplanar - directly plugging in B&W noise and using a levels to bring the height intensity to 0.15.

3.) mask in color debug - placing the same B&W noise into the color channel of a fill and isolating the color.

As a note, the 2nd UV set/texture sets UV's themselves are scaled down slightly smaller to see if that caused any discrepency.  Basically is texel density plays an role in this issue.  If baked maps play a role in how a world space projection evaluates, I'm curious how to created continuity in scale and position across texture set seams when providing identical world-space projections.

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