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Messages - jasonio

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Yesterday (30th September 2020) I extended my Substance Painter and Designer perpetual licenses to 09/2021. The purchase was successful and they almost immediately showed up on my licenses page.

This morning they were both still showing extended to 09/2021. Before I'd downloaded and authorized them I went onto the partnership page and clicked the sync with steam expecting it to auto-update my steam version of designer and painter.

Instead, it seems to have erased my upgraded licenses back to being expired.

Please help!

Sometimes when I bring a third-party Substance into SD (for tweaking for my own needs), I find many are set to output at 256x256.

Is there a way to force all the nodes to output 1024x1024 (for example) with a single click?

Currently, I'm finding myself having to go through every single node manually and changing the output size!

Thanks Fabian I got there in the end!

What I did was:-

1. I added a fill layer with just opacity active and set to 1, but put it on the layer above.
2. My substance with transparency (on layer directly below) I went to channels mapping and set Mask to opacity.

Both layers had blending mode set to normal.

Thanks again.

I've created a new substance that has transparency, similar to a fence mesh or a string vest.

I'd like to apply this as a fill layer onto an already textured model in SP2, however, when added the opacity of the new substance is applied over the existing painting/layers below. This results in the overall opacity of the object being altered instead. This isn't what I want!

How do I maintain the opacity/transparency of the new substance layer so that the underlying textures/painting shows through (instead of becoming transparent)?

I hope that makes some sort of sense!

Thanks in advance

Substance PainterSubstance Painter - Feature Requests - Re: Painter wish list
 on: October 01, 2015, 06:25:24 pm 
Ability to do one of two things:-
1. Export texture sets merged into one texture (per channel)
2. Hide parts of mesh where it is otherwise hard to see/paint.

Also, see my second post here:

Ability to paint a mask that directly links into a single parameter of a generator/FX layer. (But also allow multiple masks into multiple parameters)

Thanks GFX. That's very helpful. Got a simple scatter generator into painter. Needs some tweaking but I have a starting point!

But I think it highlights - that once a substance is in substance painter - the only way to connect to the size variation port is with an already created/generated texture. (Unless I missed something)

I think Substance Painter needs to offer something where a parameter of a generator (or effect) can be connected to a "live" painted (or generated) layer/mask. I think it would open up a completely new level of control over substances.

I'd like to (somehow) create a scatter node which ensures the objects scattered do not overlap and that uses a black and white texture or mask to change the size of the scattered objects/textures.

So i'm wondering, if I could create this, how you can use this in substance painter? Could I paint the size driver dynamically? Or would I need to export the mask as a texture, reimport and plug into the input of the scatter node?

Could this only be possible (dynamically) if generator layers themselves could have their own mask inputs(or perhaps multiple)?

The effect I'm going for is perhaps similar to the way octopus suckers shrink in size as they get closer to the narrow tip of a tenticle. (And yes, I know I could paint it manually! :) )

Not at my computer to check this atm, but it seems I could use the scatter option in the mask builder node.


I'd like to create a random scatter effect (based on scatter node) that uses Ambient Occlusion or even painted grey scale to drive the size of the scattered shapes across a mesh.

I can't seem to expose any of the parameters of the scatter node. They never appear as an input port on the scatter node. I'm probably doing something wrong.

I may be missing a very basic thing that I've forgotten regarding the SD interface or what I want to do is more technical than I thought!

Please advise.

Many thanks in advance.

Totally agree the apps should remain seperate.

I suppose I was suggesting my ideal set up - I'd like Allegorithmic to go for the best most intuitive option for the artist. Pressing a button to "send to app" and then alt-tabbing back and forth to take a look at each would be pretty clunky - a live update system would be much better.

Sure, it could be more system heavy but I don't think its impossible. I have two GPUs in my PC - both could be used seperately for computing in each app (one for the background app and the other for the foreground).

My PC still uses a Core 2 Quad Q6600 and 4meg ram (more than 6 years old) but still runs SD and SP pretty good. The only thing you'd need is a way to tweak the live-link-update speed to suit the system - could be manual (an "update view" button - same as "send to SP"), at best - every frame or every second - anything in between. Perhaps the system could decide automatically.

I seriously don't think it's a huge technical leap. The "child" program would just get the "result" of the other - they would talk back and forth as the artist worked, sharing a single component of the overall setup.

With that said, we are working on new methods and workflows to bridge the gap between Painter in Designer. Once such workflow would be to have a Painter node inside of Designer. This node would allow you to open Painter to create masks that then drive procedural effects such as Mask Generators in Designer. You will definitely see more workflow improvements working with Designer and Painter.

I like this idea very much. It's one thing missing for me at the moment. Rather than a "send to painter" workflow it should be a "live" workflow where you have both applications open at the same time and the "child" application shares the "result" of the parent program in it's 3d view.

So with Painter as the child application, you'd see the result of the SD node hierachy as you painted the "paint node".

With Designer as child app, you'd see the result of the SP layers in the SD viewport, say if you'd decided to "live-tweak" a generator or substance applied to a layer.

It would be nice to have say, generate curvature for layering onto the base colour (strengthen contrast of details) based on painted height info of other layers (rather than just the baked textures).

Or to paint base colour based on painted/generated height info (based on a cavity mask most probably), so you can highlight just raised parts with paint or a mask.

Can this be done now somehow? (I know I can pop over to designer with the exported maps to do this - would be nice to do it in Painter without having to switch).


Any update on SD PBR shaders working with opacity? Substance Painter has alpha blending.

Some programs let you toggle the current (mouse hovering over) viewport to fill the whole screen and then press the same to switch back to seeing all views.

Is there one for Substance Painter? (And substance designer for that matter!)

When I'm away from my main computer I'd like to use my laptop, but the screen is small!


Which surely means that a new greyscale-only painted effect layer is the best solution. Because it is non-destructive and the least amount of work. Means fine adjustments can be made to procedural generator-created masks.

EDIT: just realised that I can use the material picker to get the material I want to adjust and paint that onto a new layer.

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