Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AshJames

Pages: [1] 2
When I saw that substance updated painting across UV's I got excited and started to make plans to update. Then I watched the video and saw its only UV tiles UDIM but not texture sets. Is this correct? You still can't paint across texture sets in the new update?


I am working with a two people on projects that require a lot of subtle gradient painting and a lot cloning in substance painter. Both have complained that the more they paint or the more clone stamping they do the slower Substance gets. It gets so slow and sluggish that the only way we have found to resolve it is to save out the diffuse map and bring it back into substance, then delete the layer with all the previous strokes and continue working. Its such an annoying process that one of the two people has switched over to Mari for the time being.

Is there anyway to resolve this without resorting to the above mentioned method or is this sluggishness just a result of adding a lot of paint strokes/clone stamps?


Substance PainterSubstance Painter - Showcase - Re: Pulp Style Ray Gun
 on: March 27, 2018, 04:10:49 pm 
Cool!  It was really fun to rotate around in the 3D view.  I hadn't realized at first (in the static view) that the nozzle was transparent, but now that I know, it's obvious of course.  Great touch.


I have a version I'm working on in Octane for C4D that has "plasma" glowing inside the glass that adds some interest but I'm having trouble getting the materials to look the same in Octane. I'll update this page if I ever get it working.

Substance PainterSubstance Painter - Showcase - Pulp Style Ray Gun
 on: March 26, 2018, 08:33:34 pm 
Just some spare time practice. Might use it as a prop in a bigger piece in the future. Would love to hear any feedback you might have.

Hi Guys,

- From the video, I can see several software running at the same time, this could be one of your problems.

- When you say Medium to Large meshes, could you be more explicit or maybe send me one of your meshes and/or Projects to investigate your issue ?

- @waltage could you send me your log file please

- When you are painting is it possible with MSI Afterburner your GPU and memory activity ?

Here is our documentation regarding performances:


I have tried running substance as the only program open after reboot and with other programs open with the same result.

In terms of mesh size and lag; I divided a sphere in zbrush to different subdivisions and imported into Substance Painter. Mostly I started getting very noticeable lag around the 800,000 - 1 million and beyond, active points by zbrush's count.

After some more experimenting I am realizing that Substance Painter really starts to lagging with medium to large meshes. I primarily work on pieces that are machined into large sculptures so I tend not to have the video game workflow of low poly baked details.

Is this a known issues with Substance dealing with non-low poly models?

Substance PainterSubstance Painter - Technical Support - Re: Why so Sloooow?
 on: February 28, 2018, 09:11:57 pm 
Yes Mari trial - flying on 11mb geometry
ALSO Substance revert normals of geometry from obj from standart DAZ model (no one option helps in export/import)
But in Mari everything good

But i soo want to use Painter/Designer pipeline  :( :( :(

Me too. I love the setup and workflow of Substance but I have to use Mari because Substance just can't do so many things Mari can....I'd be happy if I could resolve this painting issue though and use it for basic things.

Substance PainterSubstance Painter - Technical Support - Re: Why so Sloooow?
 on: February 28, 2018, 08:10:41 pm 
@a.james.sanford The performance you are seeing is definitely not normal. Paiting at 4k on a simple layer like this should be smooth even on a low end GPU. Does it happen on any project you try to work on?

It happens on all my substance painter projects. Outside of substance all other programs I use run normal; C4D, Mari, Octane, Zrbush, Adobe, ETC.

EDIT: I just tried the MeetMat project and I can paint smoother on that but it is still not perfectly smooth.

Substance PainterSubstance Painter - Technical Support - Re: Why so Sloooow?
 on: February 28, 2018, 05:16:43 pm 
same shit
May be it's GeForce GTX 760 4Gb  is too old
but Assassin Origin, and 2D and 3D softwares works good under high pressure

and in Substance even loading or tiling of texture - work very sloooow

I have an Titan Pascal with 12GB but it is still acting poorly, as seen in the video above. Would love to resolve this problem.

Substance PainterSubstance Painter - Technical Support - Re: Why so Sloooow?
 on: February 28, 2018, 03:43:11 pm 
Could you please post a video of the performance issue you are seeing? It's hard for us to figure out what could be the problem without seeing where and when performance issues appear.

Check it out.

Substance PainterSubstance Painter - Technical Support - Re: Why so Sloooow?
 on: February 27, 2018, 08:11:12 pm 
I'm just going to piggy back on this thread because painting in substance is soooo slow for me too. I've seen a lot of people address this in the forums but I haven't seen anyone resolve the issues. I checked the performance page but it didn't help.

I have a Titan Pascal, Xeon X5650 and 128GB of RAM installed. Substance Painter is the only program I have performance issues idea why.

I'm using version 376.33 but I've had this issue with earlier version of the Quadro drivers too. If that is what is causing it.

more glitch

Substance PainterSubstance Painter - Technical Support - Issues and question
 on: December 22, 2016, 09:38:42 pm 

I've been using Substance painter at home for personal projects but have recently been exploring if it would work for my professional projects. Currently I am working on super high resolution photogrammetry capture of objects that will eventually be fabricated at 7-14 times bigger than the original scans. Because of this we are capturing crazy high details in form and color using a variety of methods.

I've been exploring substance painter to see if it would be useful to us or not and have run into a few problems, questions, and things I wish existed.

1. I've been running into issues with mesh size and performance in substance painter. In particular I am getting very laggy brush response with higher resolution models. I can decimate to a much smaller size and get a model that works smoothly but in general a model from 200K and up makes the brush very laggy. My GPU is a K6000 with 12 GB of Ram. Is this normal and to be expected in general?

2. Sometimes my textures glitch and embed weird patterns into my layers. I have no idea why this happens but I've attached a file so you can see what I mean and will attach a log from after one of these glitches happened. When this occurs I have to restart the program and lose any unsaved work.

3. Some pieces I work on are pretty complex and have a ton of under cuts or places I can not easily reach. In Zbrush I can hide parts of the mesh and work on hard to reach areas but in SP there deosn't seem to be anyway to do this. Am I missing something or is this just not a feature?

4. Sometimes my initial color maps are around 16k and I wanted to use SP to build complex masks for various colors and areas. When I send my layers from SP to photoshop they come in a 4k and I have to re-scale them. Is there anyway to output to photoshop at a higher resolution?

5. I would love to have the ability to add other effects besides just levels. Like, saturation (which is not a post effect) and things like that.

Content - Substance Source - Am I missing something?
 on: December 17, 2016, 05:18:19 pm 
Every material I download from the substance source site opens in designer but there is no node tree, or I don't know how to make it visible. I can see previews of all the maps in the drop down on the left but can't output anything. What am I missing here?

Pages: [1] 2