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Messages - alberto.g.bertolin@nasa.gov

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Sorry guys, having trouble uploading the animation.  I keep getting a "no response from server" error.  Here are the images with settings information however.












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Good morning everyone! I have been having a heck of a time with fireflies in my renders, and I wanted to tap the vast expertise of the hive mind to help me solve this issue. So I have a healthy relationship with modo and substance painter. The fireflies normally happen around my most reflective surfaces (in this example the chrome radiators and chrome beta cloth on the left and top spheres). Due to the normal mix of tight deadlines and a humble render "farm" , fireflies have always been that consequence of render settings primed for speed over quality. However, as our content is getting more noticed, greater requests from public affairs for cleaner HD and 4k renders are coming in. More render power is being brought to bear and suddenly, I have the time, tools, and funding to make a lot of compromises go away. Of course, the one thing that refuses to go away... fireflies.

TLDR: I have fireflies and I don't know how to make them go away.

I'm attaching a sample movie of the fireflies.  I have extensively explored the modo side of the equation, but nothing I seem to do is getting having any sort of impact on the fireflies.  I'm begging to wonder if this is the result of something I am doing/not doing in painter?

The current pipeline is substance painter textures > modo render > after effects compositing.  Im attaching images of my substance painter export settings, the base shader in settings modo, along with the colorspace/multipass setup in modo as well.

I hope I can engage the community into resolving this issue that has truly stumped me, many thanks to all/any that reply.  Thanks again!

-Alberto Bertolin
Lead Animation & Engineering Visualization - JSC

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Why is the Aluminium Rim Xtaon SBSAR not available on the site for use?  The system keeps telling me I dont have credits... ? I thought this was material for the competition as per the video?

-Alberto

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Substance PainterSubstance Painter - Discussions - Re: Goofy workflow?
 on: August 21, 2017, 11:40:00 pm 
Yeah... thats what I do now but I was hoping there was a more intelligent way of doing it?  To be frank, this process is hit or miss with my machine (some assets have too many layers and it crashes my machine)

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Substance PainterSubstance Painter - Discussions - Goofy workflow?
 on: August 21, 2017, 04:11:30 pm 
Hey everyone! So I have an oddball question to throw out there:  Is there a way to merge the texture work from one painter file into another?

The Why:
something I noted as a bug in painter is that occasionally, if you re-import a mesh multiple times, the ID pass will stop baking correctly.  What will happen is that I will start working with an asset, open it up, bake all my passes, and begin texturing it.  Somewhere in the middle of this texturing process, the model will get refined or altered.  In these cases I go to project configuration, select the updated asset, re-import the new one, re-bake and all the passes for the updated asset and tweak what the new UV's broke. Occasionally, this will break the file somehow.  Substance painter will refuse to output a pass, often the ID pass and nothing I do gets it to output anything other than a flat grey.  If I start a new file, baking from the very same mesh, everything will bake just fine... but I loose all my texture work. 

So is there a way of taking all my texture work from the old file into the new file?

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So... something interesting... in my desperation I began to trial and error the bake... testing different check boxes on/off.  Baking error still occur, but by turning "relative to bounding box" check box OFF, a workable bake resulted.  Not perfect, there is still an issue, but I dont exactly follow what this option during the bake does.  Does anyone know?
 

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I wish I could! Not possible due to NDA restrictions :(  Any ideas based on what I have provided?

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Hello everyone.  I have been puzzling over this one for at least 3 hours.  I cant figure out why, but my bakes are failing. No reason that I can find, so I'm asking the large community for help.

I'm making a 3 UDIM set of geometry.  The error is:
[Baking] Baking failed

Thats it. It gives me nothing to work on.  My setting are default too.  Geometry is simple, nothing complex, generated in modo.  Ive tried objs, fbx, even slamming everything into one tile.  Baking errors happen each and every time.  The error is never specified, but the normals, ID, Ambient occlusion and thickness stay black.  World Space, Curvature, and position are the only maps that bake.

Thanks a ton guys!

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Substance PainterSubstance Painter - Discussions - Crash during material load?
 on: December 09, 2016, 10:23:10 pm 
I am having some extreme issues with Substance Painter as of late. I cant seem to pin down what the problem is, much less fix it, so Im posting to see where Im going wrong.

I have a series of assets that need to be generated using the same materials. I created materials for one asset. This file loads perfectly, and exports just fine. I saved all the materials from this asset as smart materials.

The idea was to simply open up new assets and use the smart materials from the previous asset, bingo youre already half done! Except all new files crash within minutes of loading. You can practically set your watch to it.

I have tried setting the TdrDdiDelay  and TdrDelay to 60, 120, 240 seconds, even disabling entirely to give the program time to compute... whatever it is computing. There is no change, the crash happens in the same amount of time as before I reset the time delay. Yes, I have restarted my machine after every edit to the TdrDdiDelay  and TdrDelay.

A last observation(s). The software opens just fine and is stable so long as I do nothing. Assets load just fine and stay stable, even map baking and exporting work fine, so long as I dont add materials. Crashes seem to happen when I start digging for materials and most materials have the circular icon (before the preview appears).

Any ideas? My only theory is that substance is crashing trying to generate previews for materials, but I have no idea how to begin to fix it...

-Alberto

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I am having some extreme issues with Substance Painter as of late. I cant seem to pin down what the problem is, much less fix it, so Im posting to see where Im going wrong.

I have a series of assets that need to be generated using the same materials. I created materials for one asset. This file loads perfectly, and exports just fine. I saved all the materials from this asset as smart materials.

The idea was to simply open up new assets and use the smart materials from the previous asset, bingo youre already half done! Except all new files crash within minutes of loading. You can practically set your watch to it.

I have tried setting the TdrDdiDelay  and TdrDelay to 60, 120, 240 seconds, even disabling entirely to give the program time to compute... whatever it is computing. There is no change, the crash happens in the same amount of time as before I reset the time delay. Yes, I have restarted my machine after every edit to the TdrDdiDelay  and TdrDelay.

A last observation(s). The software opens just fine and is stable so long as I do nothing. Assets load just fine and stay stable, even map baking and exporting work fine, so long as I dont add materials. Crashes seem to happen when I start digging for materials and most materials have the circular icon (before the preview appears).

Any ideas? My only theory is that substance is crashing trying to generate previews for materials, but I have no idea how to begin to fix it...

-Alberto

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Thanks again for all the help! worked like a charm!

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That's great! Is there a tutorial that goes over something like that? What would I search for? Do I need designer to do that or is painter enough?

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Hello everyone. I'm just thinking out loud here... as this may very well be impossible currently. So here is my question:  Is there a way to quickly stamp image (decal) that has PBR data and have that data apply through all channels of the texture sheet/model?

Hopefully that make sense: so here is the reason behind the question (might make more sense). I have dozens and dozens of ISS panels to model, unwrap and texture.  Needless to say there are a lot of common things like shaders, materials, and decals shared across all assets.  Sharing materials between models is easy, painter does that very well.  And adding details like labels, paint, and mission stickers adds a huge amount of realism to the panels as you can see in the first attachment.

The focus of my question isn't how to do it; I know that photoshop is up to the task. But importing all PBR exported textures from painter into photoshop only to re-export it again is very labor intensive.  It feels like an unnecessary second step, and inefficient. So the thought goes, why can't I get this done in painter?. Especially if the client modifies the color in substance or worse: the location of decals. Then photoshop files quickly become such a mess that sometimes it's easier to just rebuild it from scratch. And again, DOZENS of models here. So I'm trying to streamline by keeping it all to painter.

So coming in for the finish line: if I crafted a set of common stickers that had PBR data, is there a way to stamp them on stencil-style across a texture sheet and have the data move across all channels?

Any suggestions welcome!

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I knew it!!! IVe been doing it wrong this whole time! Thanks Jeremie!! -Alberto

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