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wow, ok thats news to me.Would be great if there would be a textfeld that states that info on the curvature bake dialouge.
thanks for the info.

This means that the WorldSpaceNormal should be baked in higher Res to get a good curvature result.

thanks for the answer Froyok!

oh man i just cant get it fixed!
It even bakes the same Curvature when you DONT have a mesh in the "high-mesh bake" list.
but,seems like if you activate all maps to bake,it will be rewritten.

Substance PainterSubstance Painter - Baking - curvature bake always from cache
 on: December 15, 2018, 07:50:16 pm 
Hi Fellas,
it seems iam running in a lot of problems since the latest builts.

this time - one loaded high mesh to bake on LowPoly.
All bakes work perfect.The curvature bake wont update.Its always the same.
tried to delete the *.assbin file.No success.

sometimes i then bake a normal map in another resolution.Then after that iam able to bake the curvature correctly.
It must be a cache problem.
Any suggestions?

the question is directed to Jeremie, but i wanted to tell you my experience regarding Zbrush;SP,3DStudiomax.

Fbx exported from zbrush never ever gave me probles,when the scale (zbrush "export" settings) is the same as the low poly.
But 3DStudio Max can give you some troubles.

If you modifiy your UVs in 3D Studio and export a fbx for Substance then you MUST check automatic Unit conversion in the fbx export dialog/3dsmax.If you choose any other measurement you basicvally get black bakes in SP ;)

Hey Jeremie,

thanks for checking in.
iam pretty sure ive read a bout a max limit on polycount.i see it does not have one on importing meshes.
i found out a solution to the problem.I had to clear my list of other High meshes in the bake dialoge and only keep the one i wanted to bake from.
As SP seems to calculate among all listed meshes when i want to "bake by name".
Seems logical.

So if anyone has this problem, reduce your meshs polycount or clear the list to bake only from the meshes you need.

Hi Fellas,
i baked quiet some stuff in the past.even bigger meshes.But this time i have trouble with undecimated meshes from zbrush.
highmesh is about 25.million polys for 16 subtools which i exportet as one single fbx from zbrush.
iam able to import this file into 3d Studio max and it matches the position of my low mesh.

baking in SP throws me an error - it could not find the high poly mesh - some know this error.Its very common on this board.
i know poly max count is about 50 mil at SP.
So could this be my file size beeing over 1.5gb on the highpoly mesh?

Another question would be how substance handles this 50mil max polys.Can i attach multiple high meshes with each maxed at 50mil polys.Or does the 50mil limit stand for ALL high meshes in the bake list alltogehter?

Hi fellas,
i wanted to ask if this is a bug in the latest 2018.3.0 or a common problem.

i habe a paperthin (one side) object.When i take a look at it from the rear side - i can just look through the objekt.
Is there an Option to backface cull?

sorry for the late reply, i overlooked the notification.

Youre right, my input images/texturess were set to absolute - assuming that its not possible to recall the highest resolution in SP if saved in lets say 1024.I thought bitmaps have to stay in their resolution as they are no procedurals.

So now i set all input textures to relative to parent,also the base material + the project.
When i export the .sbsar to SP i still wont get the right resolution i believe,even not when i set SP to 4k.

I really dont like to start postings this way,but honestly, it starts to really bug me.
You cant scale up or move the color picker window anymore.Yes, you made the sliders bigger on the latest update, but you also made that window static! :-(
its really time that allegorithmic start to use Cintiqs with QHD resolution for testing..
i am not able to switch to a webiste or another program while keeping that picker open to type in values!serious..

Yeah this is a tough one it seems :-P
what also is a steady pain that you cant hide faces.You always have body parts in your way - like arms on a A pose.Or eyes on the same texture set as the head... (impossible to paint)

Hi fellas,

i wanted to input metall/rough maps into a basematerial and generate outputs to have a sbsar file published for substance painter.
Iam not understanding the correct process behind this when it comes down to parent space vs absolut.
My first tests result in a very large sbsar file which wont really show all the details in substance painter.It reacts on resoultion changes-yes- but never shows its full res.

whats my mistake here?

Hi fellas,
i had some chats in the past with you guys,since then everything worked good.
Today i needed to paint something and experienced a strange behaviour in my project.

as soon as i want to project some textures /stencils in project mode SP stalls.
I cant attach a log,as i wont get none.

my hardware is a I7 7700k + nvidia 1070 + 32gb ram.on a M2HDD!

never ever had problems to stencil anything in the past..ever.

Info that might be important :
-i have the PBR shader with alpha chosen.
-latest nvidia experience driver.

same question as a user asked before.Does it work under max2017?

Hi fellas,
iam not very experienced in SD and run into an issue.
When i use a 1280X1280 crop of a stone image i wont be able to have it scaled down/and up correctly after published as *sbar.
Only when i set the image node itself to absoulte 4k it works in Substance Painter.
(big con:It takes a long time to calculate + all nodes behind it get the higher resolution)
When i set it to parent, this results in banding when loaded into Substance Painter. -showing me that it exports some low res version only,and not scaling it up.

its obvious iam doing somehting wrong :)

see attachment

as much as i love the allego stuff,i must admit it gets a bit too heavy on us to clear up for little bugs (a few months before i wouldnt have posted this). but i experienced marmoset toolbag meanwhile,and what do they do?they give us a beta to play with and report errors back, after that they enrol the public update.
not beeing able to map the buttons of the wacoms is really a strange thing.

allegorithmic could at least call such updaes "beta"  :)

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