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I'm having the same problem. 

Maya 2018.5
OSX 10.13.6
Substance Painter 2018.3.1 (Build 2619)

I have a Wacom Intous 4.  Driver Version 6.3.20-11.  I have assigned SD as one of the programs and it seem to be behaving a bit better, though the issue still comes up, just not every two minutes.  I have had no such issues in Substance Painter. I have Substance Designer 2017.2.2 build 687

I have a low poly mesh and a high poly version of the same mesh.  I import both as resources and when I get to my backing setup, I select the high poly mesh. However whenever I try to use any of the bakers that bake from a high poly mesh, the render selected bakers button is greyed out.  Can someone please tell me what I am doing wrong????


I'm on a mac (OS X 10.12.16) and using a Wacom Intuos tablet with a mouse.  I continually have to restart substance designer because my right click and middle click buttons get all wonky (right click becomes middle click and then there is no way to right click on anything).  I can't be the only person this is happening to, can I?  What am I doing wrong?

Any help or suggestions would be greatly appreciated!


In addition to the Wacom issue, I'm very frustrated by the following:

Most of the time, I am unable to back from mesh.  I specify my low poly mesh to back maps.  I select a corresponding high poly mesh from my imported resources (same name with _Low for one and _High for the other). Yet the button to bake selected meshes remains greyed out.  Please help!!

Is anyone else having this issue?  I have to keep restarting Substance Designer because my mouse buttons begin behaving erratically. 

I'm having the same issue.  Just bought Substance Designer on Monday and I have to keep restarting it.  Too many glitches...

Hi Mirko!

Here was Jeff's response:

Hi Matthew.

Sorry to hear you are having trouble with the material. I really liked adding the ability to paint frayed edges, but getting it to work was definitely a bit hacky. I think the latest version of Painter actually makes it easier to setup these types of FX, but I'll walk you through how to do this. 

So first thing you need to do is add some channels to your scene. In the TextureSetSettings tab, up at the top, there is a list of Channels. To the right of the Channels, there is a "+" button where you can add new channels. Click that and add User0, and User1.  Next select the Smart Material. On the right under the material tab you will have a few channels enabled with different colors. What you want to do is turn off everything except for User1. Make sure the User1 color is set to white, then just paint on the model and it should work. If you want to dial it back, switch the color to black and paint to bring back the denim.  As I mention in the instruction file, disabling the frayed edges while you paint helps with performance.  Let me know if this helps.

Thanks Jeff

I bought a substance called Denim Designer and you get both a Substance File and a Substance Painter shelf with smart materials.  I've figured out how to control the material itself, but not the EdgeFX node for tears and fraying.  I tried painting on the mask but that doesn't seem to work.  I'm very new to substance, so I'm certain it's something stupid I'm doing wrong.  Any insight would be appreciated. 

Here it is:

Has anyone figured out the best workflow for working with SP and Maxwell Render?



SubstanceSubstance - Discussions - Re: workflow (maxwell)
 on: July 11, 2017, 09:15:06 pm 
Hi Wes!

I'm really trying to make substance work with Maxwell render, however, I'm having a bit of a difficult time doing it.  Plugging the Spec map into ref 0 does not work.  Maybe you meant ref 90? Some of that seems to be because I need to gamma correct the maps (greyscale) and I can't really do that in Maxwell (basing this off some work I've seen done in Arnold).  Additionally, it seems best to create layered materials.  I'm really hoping someone there might be able to experiment a bit with Maxwell, or guide me through that process, so that I can see if it's possible to use SP effectively with Maxwell. 



I'm sorry, but I'm not super familiar with Maxwell. I will do my best to help : )

I think the issue with Maxwell is that you will not be able to use the metallic map. It looks like Maxwell is similar to mental ray MIA shaders where you can't represent both dielectric and metal in the same material. In this circumstance, you would need a layered shader where the metallic map could act as the mask. I think you might bet better results export the specular/glossiness maps. Or it might be better to setup a custom export that uses the specular map and roughness channel. I think Maxwell uses roughness where 1.0 (white) is rough. 

Maxwell is unbiased render so its more complex setup than the PBR shaders designed for real-time use. I think you can set the specular map at Reflectance 0 as this is the base reflectivity as the Fresnel 0 degree (F0). For Reflectance at 90, leave it set to full white. The Bump would be normal. I'm not sure about AO. I don't see an AO input channel. Are there any other material properties? Are there options for layered materials?


Still waiting to see if I (and others) can get some help with Maxwell Render?

No one here has any interest in this?

Any possibility of doing this for Maxwell Render?

Hello All!

I'm new to substance painter and am trying to incorporate it into my workflow with Maxwell Render.  I've already done a search on the forums regarding working with Maxwell and have read all the threads.

My issue is not knowing where to plug in the various maps, I understand Maxwell's material editor.  My issue is the lack of consistency between the two applications at render.  This is especially true when creating distressed metal materials.  I simply cannot get a consistent look throughout the texturing process.  I know Maxwell will render the textures differently, but the difference seems to be greater than that created by the render engine.  I'm assuming I'm doing some wrong in my map selection, or perhaps my texture export.

I'm using the PBR Metal Rough workflow and exporting all maps.  For metal, the closest I've gotten to success is by creating a similar metal as a maxwell material, then adding a new layer above that with all the textures from substance painter and then masking that layer using the metal map.  While this does provide for something usable, it certainly is not the same result that I'm getting in SP.

I've also tried exporting to Photoshop, and then trying to rebuild the texture layer by layer in Maxwell using the various layers and masks contained in the Photoshop files.  I'm going to give this another shot, however, so far I haven't had much success.

I spoke to a very talented CGI artist who uses both programs and he says that he does not use SP for previsualization and simply uses it as an efficient way to construct masks, building the texture entirely within Maxwell.  While this works, it seems to be throwing out a lot of the power of Substance Painter.

Are there any Maxwell users on this board and/or have any of the developers worked with Maxwell Render?  I'd love to finally figure this out for myself and other users of Maxwell Render.


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