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Topics - Xathian

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I was using Designer last week flawlessly, but today I launch it and everything is broken. Every menu comes up very slowly, all the 3D preview meshes are displayed as multiple planes, here's the cube:

Using the colour dropper for any reason locks up my PC entirely (mouse still moves though)

I tried updating and fully reinstalling and nothing fixes it.

This is absolutely insanity causing, all your other software packages can have ctrl+z undo your previous change to sliders, in Alchemist it doesn't, if you drop down a filter and change 10 sliders then press ctrl+z (out of habit especially) for a quick before/after check you will instead just undo the entire filter being added and have to redo all the values again.

Also there needs to be a UI indicator that a project is saving/was saved (bottom right of Painter shows this). Get paranoid my ctrl+s wasn't registered during a layer calculation.

I got an error today while importing a bunch of Smart Materials into my project, this one here

After receiving this error, it's no longer possible for me to drag files straight into Painter to import them, the mouse just shows that crossed out circle cursor. Restarting Painter, the PC, making a new project, etc have not worked to restore my ability to do this. The only way for me to import now is using the Import Resources option in the File menu.

Substance PainterSubstance Painter - Feature Requests - Baker Preview
 on: July 21, 2018, 05:49:13 am 
I'd love to see Painter get a baker preview window like the one in Substance Designer. This is really convenient as it gives you a far better impression of the baking speed, it is much better for estimating how much longer a bake may take and it can even let you see any baking errors (such as bad frontal/rear distances) mid bake and allow you to cancel and correct it rather than waiting until it finishes just to see it was a bad bake and have to redo it.

I currently do all my baking in SD solely because of this feature and it would just be nice to see it in Painter so I can keep all my work in a single program rather than needing to hop back and forth if I end up needing to rebake for some reason.

Upon updating to version 2017.4.1, the installer started to spew errors while writing the Environments folder, saying it could not write the exr files. Retrying didn't work so I aborted the install.

Now the Painter install folder has an empty Environments folder that I cannot open or delete, it has stripped all permissions from my Windows users (including Admin apparently). I cannot add ownership back to my account through the standard file onwership flags in an admin elevated command prompt, nor User Permissions tool. Access Denied always. It is now an irremovable folder preventing installs with 0 listed owners.

Now I understand the purpose of compute tangent space per fragment in the Project Configuration, but my question involves "universal" assets.

I aim to create assets available to both UE4 and Unity, but how exactly do I deal with the compute tangent space per fragment option without basically retexturing every asset twice? It needs to be On for UE4 and Off for Unity, but the project configuration chooses it at the start. How can I create both a Unity and UE4 asset with this option being On/Off for each one?

Sorry the title is a bit butchered since my question was too long to fit into the subject field.

Are there any good learning resources/tutorials for the thought processes and techniques behind creation of Smart Materials?

I've noticed a lot of very nicely detailed Smart Materials out there and see the value and control and better results you can get by working from scratch to create a material. I've recently gotten into trying to create smart materials (Until now I've heavily relied on premade Materials) and I'm having a hard to going from a flat colour base layer through all those filters and generators, grunges, procedural, etc to get a nice, realistic result.

I am more of a "Learn by example" type person than a "learn by figuring it out brute force" and I've gotten some Smart Materials with Painter, bought some on Gumroad, etc and looked into all their layers in Painter to understand how it works, but I'd love to find a tutorial (Paid on Gumroad, free on Youtube, anything really) where some experienced artists can give detailed reasoning behind techniques, methodology, etc.

I've tried searching around but all I can ever find is either very short videos that explain the basics of what a Smart Material is, or videos that are just Material creation in Substance Designer

So long story short I was asked to port on of my older models to Unity, the problem comes from the fact that I do not currently have access to original Substance project as I have unfortunately lost the file so I cannot just export it as a Unity texture. I do have my original exported textures as

Ambient Occlusion

The AO, Albedo and Normal port to Unity just fine but I see that Unity uses a "Metallic Smoothness" map that treats Roughness differently and is used as a single combined file. I was wondering if it was possible to somehow mix my Roughness and Metallic maps manually, with designer or photoshop or something and create one of these Metallic Smoothness maps from it.

I would like to add some normal map based engraved font to my model, and for simplicity I would like to do this directly within my "Normal Painting" layer rather than making and using a stencil with a fill layer.

The problem is that I can't see if it's even possible for the Font tool (Listed as an Alpha) to paint normal map information. I have set up the brush and made sure the Normal channel is enabled, but this doesn't paint any detail. Enabling the Height channel works just fine on the Height map, but the normal channel remains blank when checking it with the B hotkey to see individual channel and my model will be getting used without a height map, so it needs to be normal detail.

Is this possible to do?

I've been working on a project in Unity and I have created several models so far which have looked perfect when imported into Unity, nearly 1:1 matching the texture within Substance Painter.

But my latest model just isn't working properly. Using the same settings and workflow as worked before, the result within Unity is very dull, the metal isn't properly reflective, one metal part is pure black, etc. Here is a Painter vs Unity viewport shot.

It went from looking like the intended brushed stainless steel and now looks like a cheap injection mold plastic. Also note the exposed portion of the metal within the chamber area went from a dark silver to nearly pitch black. Also the plastic grips look off as well.

This same workflow and methodology has worked flawlessly with several other models until now. Also this texture looks perfectly normal in everything but Unity. Marmoset, UE4, Sketchfab, etc.

Being a piece of professional software I was hoping to see Substance might good use of available CPU power. Doing a 4K bake right now, Substance is utilizing a grand total 23% of an 8 core CPU. Only pinging 1 single thread to 100% and the rest very little.

Is this intended to be so wasteful of system resources? If so I hope your programmers are looking into using hardware better in the future as this scales very poorly in a workstation oriented professional environment.

I've just built a new PC and with it installed the new 2017.2 version of Painter and I was trying to move my massive collection of materials into the shelf of my new install as I have done many times over the past year and for some reason Painter just won't see them now.

I put them into the shelf folder as I always have in the past and it worked, but now I start Painter and all it can see are the base Painter materials and the 20 I've downloaded from Substance Source. All the free ones I've gotten from around the internet and ones I've made myself are not showing up in the Material shelf.

I even tried making a whole new shelf folder and adding the files there then adding that as a shelf to Painter but that didn't do anything either.

I have been using Painter for a while and I have managed to get it looking nearly identical in Max renders using VRay and Corona, but I cannot get it looking even remotely similar with Redshift, it seems I am missing something here.

Does anyone have advice or a guide to setting up the materials? The official FAQ only has a guide for Redshift for Maya, which uses a drastically different material setup than Max.

I have been working on a gun project, and I am very far along the texturing process when a huge mistake has shown itself. During the modeling process I mirrored several parts of the gun and dragged their UVs up 1 full map so that they would simply just get a mirrored texture from their original source.

The problem came when I just now realised I accidentally mirrored a UV for a small part of the gun which has writing on it. The end result is that writing is now mirrored, backwards, on the other side of the gun.

Can I go back to Max and drag that UV down into the regular map (NOTE: I have a little bit of spare space in the UV for it, I will not need to move any other the other parts of the UV) and reimport the model (fixing any mask problems on my layers) but keep all my texturing progress?

I am quite new to this and extremely slow at texturing, it would be days of set back if I had to start over.

This has been happening to me since 2.5.0 released. Prior to that my iray renders were fast and worked every time, but since 2.5.0, easily 95% of the time I click the Render button, iray isn't really "kicking in" my GPU and the clock speeds sit at their idle 135mhz core/405mhz memory and GPU usage with spike at a whole 6% and the render is so slow it's about 1 iteration every 45 seconds. It doesn't happen 100% of the time, maybe once every 20 renders it will kick up to full speed, 100% utilization and render hundreds of times faster.

And yes, I do have CPU disabled in the options.

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