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Messages - CAGameDEV

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Substance PainterSubstance Painter - Baking - Re: Substance Painter
 on: January 15, 2021, 07:31:23 am 
I cannot see any image attached. It also would help to attach the low and high mesh files as well.

This happens because something from Designer is using a feature not in the engine within Painter.

Are any of your input nodes using a default value other than black?

I cleared those files when deleting the launcher before. It still will not install.

You can try just downloading Painter directly from here then.

So the red errors about not being able to save looks like a folder permissions issue. Can you try saving to another area or drive? Maybe re-open and run Painter in ADMIN MODE, just right click the .exe and run as Administrator then try again.

There is also a possibility your anti virus could be blocking Painter as well so try it without it off, and if successful see about adding an exception.

Also for Blender you'll want an openGL normal, so either change that in the export template, or invert the green channel in Blender.

There are a few fixes for this (try one of these - top to bottom).

1. Make sure your primary display is using your card and not your onboard.
2. Unplug your other monitor and only have a single one plugged to your card so Painter starts with it.
3. Force the card to start in your NVIDIA Control panel for that application.
4. Disable your onboard in your Device manager then start Painter. You "should" be able to re-enable it to after.

As per my prior comment, the option was moved to Texture Set Settings. The UI has changed since then.


If you can upload the low poly mesh I'll show you where the problem is.

What Export Template are you using, and what channels do you have listed under your Texture Set Settings ie. [Base Color] [Roughness] ect... ?

Did you also remove all traces of the program in your folders? Check your AppData folder, and Program Files folder.

Make sure you have nothing in: C:\Program Files (x86)\Allegorithmic\Substance Launcher

Usually removing the registry information will work:

This usually happens because something is still left in the registry. You can open it up using run->regedit and find the key and and delete it, or use a cleaner, but make sure you make a back up. I would recommend doing it manually first if possible.


My key is under Computer\HKEY_CURRENT_USER\SOFTWARE\8b9320fe-2b31-562a-9f54-9956b024276d

You may or may not need to check and remove anything related to the launcher under AppData and your Program Files, but I think the key is the main issue.

Substance PainterSubstance Painter - Discussions - Re: Beginner Question
 on: January 08, 2021, 03:49:31 pm 
The only way to split parts by texture set is to assign an unique MAT ID per piece, but if you're planning to share the same UV in the end for all pieces you'll have to merge the sets after.

When I wrote it out to FBX and OBJ and tested in both Blender and Maya on my end everything was the same as my prior post. Not sure if maybe you did something different than me on the export, or something else went wrong.

Substance PainterSubstance Painter - UV Tiles - Re: Can't load UDIM Tiles
 on: January 07, 2021, 06:15:13 pm 
thanks for the reply!
I have definitely used the same options for the UV tile settings. The last screenshot is to illustrate what I get & that's what I don't understand.
If you can try it on your side would be great - however I could not upload the original file with 6.5MB (which is not that much?) and even a reduced file with 3.6MB got me the message: 413 Request Entity Too Large?
I try it again tomorrow...

If you're using that option and you get this in the future then the first thing to look at is your UV map. You cannot exceed 10 tiles wide.

(moved it into tile 1002)

Once you correct this it will load in fine.

Wow, thanks so much for highlighting this, do you have more of a sure fire way that I can address these issues through houdini to avoid them in the future?
I genuinely thought autouv and uvlayout would be intelligent enough to work this out itself.

Whats also very strange is that the houdini hip file these uv issues are not apparent.  Its only once you export as an obj and then reimport that the issues show up???

Many Thanks

I personally avoid the use of any auto unwrap tools and still do everything manually on my end. I would reach out to the Houdini community and see what you can do about this though.

If you run a re-pack does it fix the issue?

Just to do this quickly I exported out your mesh as an OBJ from Houdini, and you have some UV issues. The reason why it wont load into Painter is due to some faces which are spanning outside of your tiles (one was really out there in negative space). Aside from that you do have a lot of overlapping in your UV map, so I wasn't sure if you have MAT IDs set up or something to separate those into their own sets.

Once you fix the outside parts it will work fine.

This is one of the reasons I wanted to see the mesh because I've looked at thousands of mesh files where people assumed their UVs are done properly and they had such issues.

You can see this in Houdini if you select to view your POINTS. They're at the bottom:

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