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Topics - Epithumia

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Painter 2019.1.3

I'm performing an incremental backup of my system, and noticed that my Substance Shelf files are all dated yesterday.
Only Shelf files are affected.
All I did yesterday was open Painter to find what version I have and then close it.

Is painter 'touching' or updating the shelf just because I run it?

This isn't the first time I've found the shelf files are all different to ones in backup for no apparent reason, and it's a nuisance when I'm trying to create incremental backups.



Painter 2018.3.3.

Any idea what's going wring here?
When I paint on my mesh with a simple brush, I can paint right up to the edge of the mesh.  Great.

When I use a stencil, pixels along the edge go unpainted.
I tried several different alphas.

It may be connected with this edge being the literal edge of the mesh - there's no polys round the corner.  On the edge with the tick, there are polys round the corner.


I've been painting on a plane with a dirt brush (actually painting opacity along the edge to make the edge look rough).

Trouble is, as soon as the brush goes outside the 2D UV island or 3D object, it stops painting of course.  This tends to leave the very edge of the UV island unpainted, unless I lay the paint on so thick that the interior is now overpainted.

Are there any settings that may help me to paint right up to the edge with a non-solid brush such as dirt?



What's going wrong here, please?

A single brush stroke is appearing on multiple parts of the mesh, repeatably.

There are no overlapping UVs.



When I draw a straight line by clicking on the start, then shift-clicking on the end, the first point on the line ends up denser than it should be because it got drawn twice - once when I clicked the first time, and then again when Painter drew the line for me.

Is there any way to avoid this?

e.g. using the Stitch Generator here, the first stitch is always darker than all the others.



I'm reading a tutorial on Substance Academy (the Tudor House Wall), and it uses Vertical Noise.

I think that's been removed from 2018.

What is the recommended replacement for it, please?



I just want to understand what's happening here - if I'm expecting too much.

A simple object with Iron Raw Damaged on it.
Bottom copy is UV Projection, but has a visible UV seam.
To fix the seam I switch to tri-planar, which fixes the seam but gives weird effects on the curved surfaces.  Is that normal?

Object attached.  It's just a modified sphere.


I've just seen this Windows Ink bug fix:

Windows Ink breaks Wacom in Photoshop.
Turning off Windows Ink in the tablet preferences requires a Photoshop workaround to get pen pressure working.

Does this affect Substance Painter?  Does turning off Windows Ink break pen pressure in SP?

(I can't actually try it because an expired Demo copy deleted my older purchased copy, and I'm not ready to resolve that yet.)



I've managed to create this ribbed texture using a gradient on the Height channel, but I think it will look rubbish in my end-application.

I'd like to try putting the gradient on the Normal channel instead.

I might be able to figure out how to do this in or with the help of Designer, but is there any simple way in Painter of getting a ribbed normal gradient.



Is it still the case that rotation of the UV map cannot be disabled?

I only ever rotate the UV map under two circumstances:

1) by accident

2) to rotate it back to the default rotation after rotating it by accident!



I've read the sticky about combining materials on export, and why the developers think its a bad idea.

Do the developers have any thoughts about the reverse process - combining materials on import?

e.g. Tire and Hub materials get a single layer stack called Wheel
e.g. Headlight, Taillight, LeftIndicator, RightIndicator get a single layer stack called Lights

Painter already acknowledges the concept - the new tutorials show backing an ID map from a mesh that has a larger number of materials than the main mesh.

Problem is, it's time-consuming to maintain two different copies of the mesh.  Usually while working in Painter I find several things wrong with the mesh or the UVs and have to go back and fix it - so it's annoying to have to recreate both copies of the mesh every time something changes.

What's needed is a way to combine materials without needing two different copies of the mesh.


Am I missing a way to make fine adjustments to sliders such as UV scale and UV offset in 2018?

For tasks such as placing a tread on a tyre or placing a headlight on top of its UV I'm finding the sliders far too course, while entering the numbers numerically is tedious..

0.02 too low
0.03 too low
0.04 too high
0.035 too low
0.036 nearly there
0.037 success!



I've never used the triangle Polygon Fill mode, and trying it out in 2018 today I really can't see any difference between Triangle and Polygon fill.  Both seem to select the same rectangular area.

What am I missing?


Could we please have an option to change the opacity of the red wireframe in Polygon Fill?

I often tend to find the wireframe overpowers the textures, making it hard to see which polys are selected.


Substance PainterSubstance Painter - Technical Support - OpenGl in Painter?
 on: September 09, 2017, 02:32:07 pm 

Can Substance Painter use OpenGl Normals internally?

Sorry, I should know this as I've been using Painter for a while, but suddenly I'm finding things are not as I thought they were.

I thought the Normal setting in Project Configuration controlled OpenGl vs DirectX.
As of today it appears to me that the setting only affects Normal export, and Normals only appear correctly inside Painter if they are DirectX, and the Project Configuration setting makes zero difference to the display inside.
(I'm using a Substance which has a clear difference between DirectX and OpenGL, and it only displays correctly in DirectX, regardless of the Project setting.)

I wondered if there were a shader setting somewhere, but I can't find it.

Painter 2.6.1.
Shader: default


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