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Messages - Jaycee

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This is still one huge missing feature. Selection tools like in Photoshop, but with feature of selecting material like Color, Height rough, metal, nrm. Say you painted a bolt and you would like to copy that bolt to another area on the model it would be nice to be able to make a lasso selection and copy paste and move it to another area. Right now you have to paint things again and again.


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Substance PainterSubstance Painter - Discussions - Re: blur the alpha ?
 on: January 09, 2018, 01:14:56 pm 
Bump..... still need a function for blurring alphas

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If anyone should wonder what the problem with the bad normalmap compression is, Wes found out that the problem is a limitation of the Unity plugin at this time, which will be fixed sometime next year...

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Did you get a chance to look at it? Did you find out what the issues is? I never heard anything back?

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you guys are right... I made a mistake, it does work.  (embarassed) :-[

Thx for your help!

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Substance DesignerSubstance Designer - Technical Support - Gradient to normals?
 on: November 07, 2017, 02:50:49 pm 
When you convert a gradient to normals is does not convert correctly compared to its values. It comes out flat even though the normal node is set to high values. Is this a bug, or should I do it in a different way? I am on the newest version.


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Thx for the reply Wes and thx for looking at it. I have sent the file to you!

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Substance DesignerSubstance Designer - Feature Requests - Disable Notes
 on: October 27, 2017, 11:17:17 am 
I would really love the ability to disable individual notes, so that I can see what it will look like without the notes and toggle between the result. Right now you will have to rewire or delete notes to do this.

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Is this an error on the implementation of sbsar in Unity? I am getting really bad Normalmap banding when using sbsar directly in unity even using raw format. I have tried everything, both are 8bit, but compared to manual export from designer it looks pretty bad. Here is the comparison, left is manual export. I really want to use the intregration in Unity, but with this quality its not usable. Please help, am I overlooking something?


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Ok so I know what some of the problem is. When you work in Substance designer, whatever you have done or used stays in memory, so after a while even after having deleted notes, changed output size etc the memory is still bloated as it keeps everything in memory, it does not clear unused memory. I had a small notetree that was like 8 gb memory after working around. If I close the software and open the notetree again, the file is much smaller -> 512mb in memory.(which is still alot)

So it seems to get around this problem until Allegorithmic fixes it is to restart the software frequently.

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Hi Celine

Thx for your reply. I am only using opengl or direct x on win 10. I am on the newest version of Designer and as alessiobonci mention, I have not noticed this problem on the previous version, but I am new to substance, so was not sure how memory heavy it was or if its me using a bad process. It does seem like it might be a memory leak though, but it does not happen all the time I think. If I can reproduce I will send the file to you.

The problem with the memory not getting flushed, is pretty simple to reproduce, just delete a substance and see that its still in the 3d viewport and in memory even though you have closed it. I think you should flush the memory when you have closed a substance so that its not still taking up memory.

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Is it normal for Substance to suck all memory even for a super simple tree? I am new to substance and I am finding this pretty bad. 16GB eaten up like nothing. Is there something I am missing?

Even when I remove my substance and start on a new one, the memory does not get flushed?

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Is it me that just cannot find it or is there still not a lasso selection and transform tool in Painter?

For me this is vital for texturing!

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