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Topics - Froyok

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1
We received multiple reports of people getting a crash when saving their Substance Painter project inside their Microsoft OneDrive folder.

At the moment we recommend saving in a different directory while we are investigating the issue.

2
For any problems during the activation of the software or related to licenses in your account, please use the following link to request support from Allegorithmic : https://www.allegorithmic.com/contact

We won't be able to answer or help regarding these problems on this forum.

3
GPU drivers from Nvidia from version 39x.x (especially 391 and 399) seems to produce a lot of issues with Substance Painter.
We recommend upgrading or downgrading to other version to get more stability until the issue is fixed. We are in contact with Nvidia on this matter.

Current recommend versions are :
- Old versions : 388.71 for GeForce and 386.07 for Quadro.
- Recent version : Starting from 411.63 for GeForce and R410 U2 (411.63) for Quadro.
You can access previous drivers here : http://www.nvidia.fr/Download/Find.aspx

[EDIT] : With Substance Painter 2018.3.0 it is recommended to use drivers 416.x from now on.

4
Our team is screening the forum on a daily basis, and we do our best to help you.

If you have a bug, you should report it in the software by going in Help-> Report a bug.

If you have technical issues, you may post it on the forum for the community to answer you.
If order to get help in an efficient manner, please follow those rules:
- don't duplicate threads, and don't ask the same questions in different threads. This will not make you get an answer faster :)
- Attach a log file to your post (In Help->Export log)
- Attach a screenshot of the issue to your post if possible
- Indicate some steps to reproduce the problem

5
Since a recent update of Substance Source website some versions of Substance Painter were unable to download any materials via the Substance Source plugin. A fix is now available :

  • Version 2017.4 or newer : simply download the latest version and the new plugin will be abvailable
  • Version 2017.3 or older : follow the instructions on this page of the documentation

6
Hello,

We are currently working on fixes for the instabilities related to Intel GPUs under MacOS.
Let us now if the build below works better for you or if you still encounter some problems.

Download MacOS : [Removed]

In case a problem still appear please :
- Attach a log file to your post (See : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file )
- Post steps that will allow us to reproduce the issue
- Attach any other necessary ressource that would help (such as a mesh or a screenshot)

Important : this is a beta build. This version of Substance Painter is for testing purpose only, not for asset production. We don't advise and/or recommend working with this build. It is better to go back on an older version if necessary.

7
Hello,

Feedback is very important to us and we greatly appreciate and listen to all of them. We are aware that a lot of users have been requesting the ability to merge texture sets during export. We haven’t added this feature and we would like to provide some insight into our reasoning behind why this feature hasn’t been implemented.

The problem with merging sets
Supporting the merge of Texture Sets at export is complicated. This feature is technically challenging for us especially if we want to scale properly. As you can imagine trying to merge textures from multiple Sets could mean combining 10, 20 or even more textures at once. This would have a really big impact on performances and the stability of the computer trying to perform this task.

We can't do the same optimizations that we have inside the application during an export with this process. We also believe this the wrong answer to the initial problem.

What is the solution?
After numerous discussion, we believe the answer is to offer the ability to hide sub-meshes inside of a texture set. Hiding meshes inside a texture is complicated for us technically because of the way Substance Painter works; allowing the reproject brush strokes without worrying about its UVs.

Hiding specific polygons wouldn't work if a mesh is reimported in a project where the topology changed. Instead, we are thinking about hiding sub-meshes by name. This makes sense considering that meshes are already split this way to take advantage of the "Matching By Name" feature of our bakers.

The idea would be to have in the interface a way to isolate or hide specific sub-meshes so you can specify where the tools can work or not.

We feel that many of the requests for merging textures stem from the need to create multiple materials in order to hide texture sets while working. By hiding mesh parts, we can provide a more optimized workflow and eliminate the need to use multiple materials for a hiding process. 

Why is not done yet?
As mentioned just before, the solution sounds simple, but because of the way Substance Painter’s non-destructive workflow works we want to be sure we won't break it. Therefore we have to figure out the last technical questions and then we will plan it in our internal roadmap and implement it in a new version of the software.


Thank You,
Substance Painter Team.

8
If you have an issue with your Wacom tablet with Substance Painter 2.5, answer in this thread with the following information :
1 - Attach your log file to your answer. See this page on how to generate it
2 - Describe how is it working (or not) in version 2.5
3 - Describe how it was working in version 2.4

10
[EDIT] The fix to these issues has been integrated into Substance Painter 2.3.1.


Hello,

We are currently working on various fixes for the instabilities related to AMD GPUs (freezes, crashes, artifacts, and so on).
Let us now if the build below works better for you or if you still encounter some problems.

Download Windows : Removed
Download Linux : Removed


In case a problem still appear please :
- Attach a log file to your post (See : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file )
- Post steps that will allow us to reproduce the issue
- Attach any other necessary ressource that would help (such as a mesh or a screenshot)

Important : this is a beta build. This version of Substance Painter is for testing purpose only, not for asset production. We don't advise and/or recommend working with this build. It is better to go back on an older version if necessary. See : https://forum.allegorithmic.com/index.php?topic=10291.0

11
We have an official documentation regarding Substance Painter 1 and 2. You can access it here : https://support.allegorithmic.com/documentation/display/SPDOC/Substance+Painter
We also have an official section for Frequently Asked Questions : https://support.allegorithmic.com/documentation/display/SPDOC/FAQ

If you think something is undocumented and/or poorly explained, please post a suggestion in this thread. The goal is to take feedback into account and improve our documentation. :)
Please note this thread if for the documentation only, if you have any issues or troubles understanding a feature, try opening a new support thread first.

------

Changelog :

2017-03-15
- Add new page about Color Profiles

2016-10-06
- Updated command line installation page with shelf setups
- New FAQ page for empty previews in the shelf
- New FAQ page to find where global settings are stored and how to change them
- New FAQ page to list known conflicts with other software
- Improved FAQ page about network path (and why we don't support them)
- New page listing the Technical Requirements of the application
- Improved explanations on the page about the level effect

2016-09-06
- Updated effect pages (additional map and specific channels) for listing usages and identifiers

2016-07-12
- Updated export page to mention 8K resolution and its requirements

2016-07-01
- Improved FAQ page about incompatible software from Dell/Alienware
- Added mention of the quick shortcuts on the paint tool page

2016-06-23
- Improved 3D View page
- Improved Fill layers page
- Updated Texture Set page
- Updated General page page of the preferences window
- Improved Mask page (added new shortcuts)
- Added new FAQ page about color space setting for normal maps

2016-06-22
- Added new menus (plugins and mode)
- Added page explaining UDIMs
- Updated various pages to add mention of Linux (like the shelf path)
- Added new FAQ page regarding the "no disk error" on Windows
- Updated the About page
- Improved UDIM page
- Updated the User data page (for effects) about the "disable" tag

2016-06-21
- Improved documentation regarding normal map painting
- Added tutorial to setup a project and paint over a baked normal map
- Fixed typos about stencil on Paint brush page
- Documented new shortcuts available since Substance Painter 2.1

2016-06-20
- Fixed typos on Smudge Tool
- Improved documentation and fixed typos on Clone Tool
- Added examples on each painting tool page

2016-06-17
- Improved documentation regarding specific channel for substance effects
- Documented new naming convention for normal channel/normal baked in substance effects

12
Hello,

NVIDIA is currently working on adding support for these new GPUs, but as for now Pascal GPUs (GTX 1080/1070) are not supported by the Iray rendering mode of Substance Painter and Substance Designer.

The currently estimated date of support is SIGGRAPH 2016.

15
NVIDIA contacted us with important information regarding Iray and Substance Painter/Substance Designer.

We recommend to stay with the following driver version in order to keep Iray functioning and avoid instabilities.
- on Quadro, stay with current default driver (362.13)
- on GeForce use a driver that is 362.00 or earlier

A new driver update will fix the problems, but for the moment it is best to stay on older drivers if you intend to work with Iray.

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