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Messages - Smoluck

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it looks like the last plugin is addressing this depth issue. have a look here.

Hi,  dear fellows.

I ' ve created a graph where i use a Pixel Processor to sample the RGBA value of the current image input.

Now i want to use that graph in another substance, but my problem is that graph didn't output the RGBA Value of the Pixel Processor. I mean i can only expose Input. not Outputs ?


I've installed the new 2018.1 release of SD.

And now as i load an old graph i have some issue in the package.

Maybe those error where there before on 2017.2.X but I'm wondering how i can select and fix issue by reading the console warning. Do someone can help me find a process for debugging ?

If i double click in the Console, SubDes didn't show me the problematic node in the graph. so how i can quickly fix those issue ?

one of the typical error in it:

[Cooking]Size out of bounds:
                       Size: 8192x8192
                       From Graph: pkg:///Stamp_Map?dependency=1307150960

[WRN][1868][Cooking]Can't find subgraph input:
                       Input identifier: Mask
                       Subgraph Url: pkg:///difference?dependency=1290776863
                       From Graph: pkg:///ColorPicker?dependency=1290776921

bug report done : ref bug-21e1321f

bug experienced on 2017.2.3 also. but more often on 2017.2.4

Same for me on a Graph that was previously build on 2017.2 release.

I don't know where this is coming from. totally stuck on the work with this.

Does this node work on 2017.2 ?

(I'll have so many nodes from the substance share, that may need to be updated for 2017.2 release, but how.)

Hi, i wanted to do variation of an SBS file, and i can't figure out where is the setup for installing tthe toolkit. i can't find any link in the documentation webpage, excepet the Python installer.

where i can i get it (i use Substance Designer Indie)

best regards, A Team

yes, thanks Nicolas, i've got a reply from you already, but i've sent to you screenshots of my account page.

Please have a look.


i'm owner of substance Designer 6 and Painter 2 indie license (No Subscription).

And i've notice that i can install and use Designer 2017 and get the free license (probably because i've upgraded designer recently on 15/02/2017), there is no license or software line for Painter 2017 in my account license page.

Is that normal ?

If not how can i update Painter also to 2017 release ? Actually if i go to my account page and click on Download/Buy and then Indie License. And click on If you have Substance Painter 1.x, upgrade for 50$ (instead of $75). (i got the 2.6)

It goes to that page,, so i can't find any 50$ upgrade possibility.

As i don't want to miss the 50$ upgrade till the end of the month. what can i do ?

best regards, Franck

In the render preview and the advanced viewport on Modo 11.1 RC0, it looks like the tangent vectors are not supported the same way

in modo

in Substance Designer 6.0.4

Have you tested that Wes ?

Hi, i've tested today the Substance Plugin 2.4.0 for Modo 11 (tested on 11.1 RC0 also). what i see it's that a boolean attribute exposed in the graph can't be set inside Modo.

Is there a limitation list of the attribute type that we can use in Modo ?

I've managed to Rebaked all my maps from 4K down to 2K and now it's editable but still sluggish.
I don't know if i'm doing that setup in a wrong way.


I'm actually working on a project, where i need to create texture for many different fbx assets, as it's a large amount of meshes, i've decided to create a structure robust and simple in terms of tweaking (switch from baked maps of Mesh A to B and so on). Things are i'm working with 4K Maps all the time, and it looks like SD can't get to work as expected ( Tremedous delay for the computing and crash often.

(my PC at home where i'sve setup that, is a last Xeon 8 Core Processor with 64 Gb Ram and a 1070 GTX. The config looks ok to work on 4K texturing, but i'm probably doing this the wrong way.)

So I've decided to create a new substance and create a folder for every bake maps related to their own fbx mesh.
Regrouped in folder MainBody_partA , B, C, and so on....

Then i've created one graph in the "custom node" folder to organise in a single node (0_BakeMaps_MainBody) all my different bake maps from all the different sets of assets. This way with an exposed Multi Switch (and Multi Switch Greyscale as well) input, i can select witch bake i want to render for the final texture this way.

in this exemple i got 4 maps on the left side related to mesh A B C & D, then Multiswitch node and then output.

On another graph (1_IDSelector), i've created a simple setup, with a material selector, and exposed the "pick color" to let me create the mask that i want in a simple and only one node in my Final Graph.

Then i've created the Final Graph "Mat_CEP02_MainBody" where i load my 0_BakeMaps_MainBody to link all my baked maps and also 1_IDSelector in the Blue Frame, to create on demand Mask for the related Material.
(At first I've instanced my 0_BakeMaps_MainBody Node multiple times all over the graph, and that look's ok , but for optimization, and to fix the crash that occurs a lot, i've decided to use only one node at the bottom)

Every output then are 4K as the main iput are 4K also. But at that time if i didn't suspend the engine, it crash at the computing of the Mat_CEP02_MainBody.

Of course for optimization, i've disable output(s) Computation in the Attributes of the custom nodes, because i only use them into the final graph.

At some point i've reach around 44 GB of ram usage for SD , until it crash..... It sounds weird. Is that wrong to do this way ?

ok, Vincent. I've resolved the lag on 3D viewport, but for the instability issue, there is still problems, i will create a new thread to describe my problem. thanks for your support on  the forum by the way.

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