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Messages - Groovy Patrol

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I'm guessing since it's Friday, "very very soon" doesn't mean this week  :D.

I believe this description is the same as it as for Substance Painter 2019, meaning you can already work on multiple UDIMs, but not paint across.
That being said, we are working on painting across UDIMs, as we presented at Siggraph this summer. More information soon ;)

Thanks for the clarification.  I have never looked at the steam version before, but it was the only place I could find that had anything listed about the 2020 release.  Is there any we we can get a look at the Substance Day presentation from this year?  Last year's keynote was uploaded but this year's never was.

I don't want to get my hopes up, but I just checked out the steam page for the 2020 version of Substance Painter and read this paragraph in the description...

"Use Smart materials and have textures wrap onto your objects automatically, throw particles to easily add weathering effects with the help of the integrated physics engine or paint precise micro-details across complex asset spanning over dozens of textures sets or UDIMs."

I really hope this is the case, as painting across UDIMs is my number one missing feature from painter.  The 17th is too late for my current project and my workaround flat out sucks but I am hopeful we are getting close.  If this is not the case and proper udim support is not coming in the next release, then they should really look at the wording in that description.

Substance PainterSubstance Painter - Discussions - Re: Zbrush to SP
 on: June 10, 2018, 01:16:41 am 
Did you remember to flip the texture when you exported from Zbrush?  For some reason I've never understood, Zbrush does everything with upside down uv's.

Zbrush, for some reason I never understood, works with an upside down version of the uv's.  When you export from Zbrush you need to flip the maps vertically.  If you look in the texture dropdown there's a button for "flip UV" before you export.  I don't use the multi map exporter but I'm sure there's a similar setting there if you are using that to export.

I'll give it a try before I start my next project.  I can always roll back if I need to. Thanks!

Does anyone know if this issue has been fixed?  I have been holding off updating while I was finishing a couple of projects using the 8k export.  Thanks!

I had a similar issue.  I was using an opengl normal that showed seams when added to a fill layer.  Substance auto color space management defaults to directx normal format on bitmaps in fill layers even when the project is set to use opengl.  After I clicked on the color space dropdown and changed it from auto to opengl normal the seams were gone. 
 see thread here:,18686.msg78208.html#msg78208

I just opened the project to double check.  There is no offset and the scale is definitely set to 1.  That did however make me look closer at all the settings.  I found the issue.  The normal map is in gl format.  I tried setting the color space on the fill to OpenGL Normal and it fixed the seam issue on the normals.  Even though the project is set to have an OpenGL format in the project configuration settings, the auto color space was not interpreting the bitmap correctly.

Thanks for the reply.  I probably would have never noticed the solution if I hadn't gone to check all the settings again.

I have a serious problem with the filtering of imported bitmaps in fill layers.  I noticed this at first when importing base color images that I had to export to Mudbox to properly seam, since painter does not fully support UDIM's.   In the course of investigating that issue I noticed something even worse.  I wanted to add some height to some blood on my model, so I used a mask and the height channel to create it.  In order to have the blood override the base normal map I needed to load it into a fill layer, since "replace" will not work with a map loaded in the "additional maps" normal slot.  By doing this, filtering ruins the seams on all the maps. 

On the right you will see the normal maps as exported from Zbrush.  When they are plugged into the "additional maps" slot they look the same.  As soon as they are added to a fill layer however, the seams wind up looking like the image on the left.  Changing the type of filtering seems to have no effect whatsoever. 

There seems to be no way to turn off filtering for a fill layer.  Is there any way to fix this?  Any help would be appreciated.  I am using version 2017.1.0 build 1661.  Thanks.

I have had a blending mode problem with masking as detailed in this thread I made back in March...,15732.msg67952

The problem appeared as soon as I updated to 2.5x    Although not exactly the same as the issue you have encountered, I wouldn't be surprised if it had the same root cause.  Unfortunately,  I have had no luck in finding a solution.

Although this project is finished, I was planning on using this blood material in a future project.   Since this update broke my previous workflow, I'm not exactly sure how I should proceed.  Rolling back to an earlier version isn't really an option, as I now have a Pascal based card.  Since the final render environment for these assets is Iray, having Iray support in Painter is definitely a high priority. 

If future updates will have a chance of breaking whatever new materials I create on current projects, I guess that is something I will have to learn to live with.  It is far from ideal, but the advantages Painter offers are too great.  It's really becoming something I don't want to live without.

Oops..just noticed I uploaded the Dxdiag but not the log file. 

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