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Messages - alexx

Pages: [1] 2 3 4
1
Hi there,
wasn't there once possibility to set layers on grey?

I use that grey color to tag "unimportant" layers or such that are just optional (but shouldn't be deleted).

What happened to that color?


2
The 4k scaling of substance on a 4K monitor is still much too big.
And when I go to properties and let it be scaled to 150% by system ("recommended") it is much too small.

And scaling higher (like 200%) isn't good, because this affects all other proper designed applications, too.

Please add a resolution feature to be able to customize substance at least in 50% steps for individual displays.

Thanks!

p.s. there has been a very old thread with the same topic. so I created a new one for the same issue.

3
The 4k scaling of substance is still much too big.
And when I go to properties and scale it to 150% by system ("recommended") it is much too small.

And scaling higher (like 200%) isn't good, because this affects all other proper designed applications, too.

Please add a resolution feature to be able to customize substance at least in 50% steps.

Thanks!

4
I attached a screen movie to show, that the pivot for tranformations is completely invisible.
I am fighting since days with that problem.

As you are now anyway an Adobe company, maybe take it the technology to keep UI elements visible from Photoshop.

Thanks for looking

5
Hello,
I'm wondering why an Instanced Layer does not replicate changes, when changing the scaling of UV projection of a texture.
In my case the other object is an exact duplicate with it's own texture set, so it makes sense to have identical changes.
(Some texturing parts need to be the same, some parts will be different later)

Thanks

6
Hello,
many tutorials show already how to create an individually designed surface, even with organic realistic themes like for example a meadow with mud and other details.
But if you use it in substance painter (or any other applicaton) to fill a large area, you can always see the pattern.
All the realism in detail is nothing worth if you see it from far distance (like a meadow in front of your feet that reaches to the  top of a far mountain).
Because if you try to fill a large area, you need to stagger and replicate. But all your possibilities are limited then to positioning the tiles, instead of generating real variations of those tiles.

The stupidity is, that there ARE always randomization parameters available, which could make each "tile" looking individual, but I did not see a function or application, that makes use of them, when distributing the tiles.

So I'm completely missing the ability, not only to create one identical tile as output which is replicated, but also to randomize the output parameters for each single individual tile within a customizable range.

This would give the chance, that there is no more artificial pattern visible, which makes pictures often looking so cheap generic.

7
Do these Mipmaps maybe slow it down, too?
Would it be better, to turn them off?

I couldn't find a clear answer in the documentations..
I am not doing Game or VR. I use always best possible resolution for picture and movie.

Thanks for answer

8
Ok, great... This makes sense!
(Still hard for me to read these node graphs, to know, which nodes are maybe communicating)

So the color Equalizer outputs are just the same like my Normal map and my BaseColor.

And I guess I have to delete all other nodes and save the reduced graph as a new sbsar material then.

9
Hello,
I have attached screenshots...
I was following the scan tutorial on your website.
The result is good but the loading time and file size is extreme,
also in comparison with any other smart material in the library or from substance source or share.
I want to understand, how I can reduce such file sizes.
Thanks

10
Hello,
I have scanned a structure, and created a shader for this.
Now when I use it in Substance Painter, it takes always ages to load it.
The sbsar has 570MB size.
I have used quite large photographs, but I think it does not need that extreme accuracy.

How it's possible to make the sbsar-file loading faster?
Just with a click on the layer in substance painter causes a long waiting time.

Thanks for help..

11
Hi Tram,
I have now found out, that you need to export from zBrush 32bit with 3channels (RGB),
and then it works properly.
See attached screenshot...

12
Exactly the same question here...
It seems unfortunately, that the support doesn't care about questions, I have several unanswered questions :(

13
Hi,
I am experiencing an annoying thing: At each Autosave of Substance Painter is my complete workstation freezing.

I wonder, if that can't be influenced better, that it doesn't take all capacity and stops my work
(I have a powerful workstation wit double-CPU and 2 GPU and 64GB RAM and SSD, so it is completely unneccessary).

And also it happens when I am right in an action.
I think it should come at least a sign or a countdown (a feature also known from zBrush), so that I can manage the timing, or decide if I want to be stopped for some time in my work.
And wrong seems to me, that even when I don't have changed anything it is Autosaving...

Thanks for help!

14
Substance PainterSubstance Painter - Technical Support - Hotkey for Blur Tool?
 on: February 10, 2019, 09:33:48 pm 
Looking for an hotkey for the blur tool.
Can I define it or is there one?

Thanks!

15
Here the same problem with SP 2018.3.2
Only restart solved it...
but that's then a bug.

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