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Topics - nitin.grg

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Just there a way to import the UDIM maps and auto assign them to color/metal/rough channels in painter?
I have an asset with about 15 UDIMs and its painted in mari but I want to bring it in Painter to add details. At this point, all I can think of is importing my model in Painter, creating a fill layer for each UDIM > importing all the textures and manually drag-dropping each texture into its UDIMs color/metal/rough channels.

Is there a more automated way of doing this?


I have an Indie License which I am planning to convert to a perpetual license.

I have almost 350 points on substance source as of now. If I cancel my subscription and get a perpetual license, will my points go away? or the new ones just won't be added and I can use the existing 350 points as normal?

I saw in the blog post that we can now export the 2D view but I can't seem to work out how.

Any help will be appreciated.


I bought a SSD recently and want to use Substance Painter through that.

How can tell Substance Painter to store the baked maps (AO, curvature, etc) in the new SSD drive? I have around 1GB free in C: drive but it fills up quickly while I'm working on a huge set.

I would like Substance to do its temp baking, etc in the E: drive.

So, I know that the 1080Ti is one of the most suitable cards to use with Painter. But is there any plan to support the newer RTX cards? If I buy the 2080Ti card, will the current build be able to use the extra performance boost from it?

Hi Guys!

Is there a way SP can bake a map which assigns a random color to each UV shell? I am texturing a wooden plank floor and would like to have some per plank color variation. So, if I can get a bake that assigns a random color to each UV shell, I can desat it and overlay it over my texture.

Or maybe a generator can do this?


I am trying to apply the glow filter to an alpha mask but seems like I am doing something wrong.

Here are the steps:

1. create a fill layer with a solid color.
2. Apply back mask.
3. Add fill layer in the mask.
4. Add the arrow alpha mask from the shelf

Now I have a solid color arrow on top of my base layer. But now, when I apply the glow filter to the solid layer or even the mask layer, it doesn't do anything.

How can I achieve this?



I am re-arranging all my shelves onto the second monitor so that my viewport can be all on the main monitor. But when I re-open Painter all the shelves stack on top of each other on the main monitor.

How do I save the UI layout?



I am trying to establish a Substance to Maya 2017 Arnold 5 (v2.1.0.2) workflow and have run into some problem. Please help me in figuring these out.

1. On the page the first step says "Create a Substance node and set the mode to Custom and enable Automatic Connections to cache the textures to disk." I created a substance node but it does not have any option to set the mode, etc. Here's how it looks

Also, in that page there is a screenshot of the bump2d node but my bump2d node doesn't have the "arnold" options in it. Here's how it looks.

2. I manually created the file nodes and connected them to the respective AiStandard ports but now it seems like Arnold has created a tx version of all the textures and if I re-export my textures from Substance, Arnold still renders with the old textures. How do I make Arnold look for new version of the textures?

Also, I am using the <udim> tag when I am rendering. Is this the correct way or is there any better way to bring in multiple textures?

I really appreciate your assistance!


Usually I am working with models which have anywhere between 15-20 Texture Sets and there are times when I am working on only 4-5 Texture Sets out of those 15-20. So, to bake the maps for the Texture Sets either I have to bake all the texture sets or go one by one and then bake. I suggest creating a button in the Baking dialogue box which bakes only the visible texture sets. This will save quite a bit of time for users working on only part of the model. Also, another button can be created to export maps for only visible texture sets as there are times the texture sets are not listed in order in the export box and its time consuming to find individual texture sets and check them. I have attached images to show what I mean.

Content - Substance Source - Cloth Shader Ball
 on: August 18, 2017, 03:20:47 am 

Just wondering if there is a download available for the cloth shader ball showcased on the Substance Source website. It would be great to use that to build my own custom cloth shaders.



I have an indie license which gives me access to Substance 2.6.x and I was wondering if I need to buy a separate subscription for Substance 2017.x



I downloaded a Flowing Lava material from Substance Share and it has an inbuilt $TIME function which seems to be animating the texture. I have modified the rest of the values of the material to suit my mesh shape. Now, I want to output a series of textures based on that $TIME value. Is there a way to do that? Or do I have to manually export my textures each time after changing the $TIME value?

I tried opening the material in the Player and matching the values of my Substance Painter material but I can't seem to find the Fill Properties such as UV Scale, UV Offset and UV Rotation and Projection as these settings are essential to match the look I am getting in Painter.



Is there a workflow to use UDIM tags with the bitmap node?


I just noticed that when I export my maps in TIF 8bit format, it applies a LZW compression to it. Is there a way to export TIFFs without compression?


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