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Messages - Raymond Anderson 0

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AhHa , I'm with you now. Never knew about that. Will go try again.  Many thanks for your help with this.

I am un wrapping using the Auto unwrap in Painter, then applying the textures. Then export the textures into Keyshot Pro.  I did notice just now that Keyshot can un wrap,  will have a try with that and see how that works. The model is just a simple cube with a hole through it  for me to test, so it is nothing complex.

 I am just doing as I would as normally  in Painter ie,  import the obj then  texture it as needed then export to Keyshot Pro 9.3.  Yesterday was the first time I had tried Keyshot with Painter so obviously there is something else I need to do before exporting the textures.

Substance PainterSubstance Painter - Discussions - No UV coordinates.
 on: June 19, 2020, 07:24:12 pm 
Hi folks, just tried importing some textures created in Painter into Keyshot Pro 9.3.  I got the error message no uv coordinates for material could be found.  Any idea on what I am doing wrong.

Substance PainterSubstance Painter - Discussions - Re: Mesh size
 on: June 14, 2020, 02:34:09 pm 
Thanks for the extra info.  14 Million + triangles IS  daunting to say the least lol.  So in order to try and avoid that monumental task I tried importing the model as an OBJ [ FBX was the format that caused it to crash ] so OBJ it was , more in desperation than hope  and success... it unwrapped it fine took approx 7 mins, so not to bad.   Will now go and look for some complete beginner tutorials on Blender [ and I mean complete beginner ] I find most [in fact all ] the ones I have looked at are aimed at folks with at least a working knowledge of mesh models. which rules me out.  What I need to find is for instance ..unwrapping a simple part [ a cube or such like ] and then progress from there.  Fun times ahead I think.


Substance PainterSubstance Painter - Discussions - Re: Mesh size
 on: June 14, 2020, 10:41:36 am 
Hi CAGameDEV,   Could you tell me the way to unwrap the model in another software package,  Maybe Blender...if that is possible as I have that on my machine.


Substance PainterSubstance Painter - Discussions - Re: Mesh size
 on: June 14, 2020, 09:24:11 am 
Trimmed the weight of the model down by leaving out all internals. Now down to 15 texture sets and just over 14 million triangles. [ kept the mesh the same size ] Got to 74 % in unwrapping and Painter did not like it. Crashed.  I have had models with in excess of 100 million triangles for use in FEA  so my thinking is Painter has a limit on the amount of triangles in a mesh. The machine I used for this has the following specs,  128 Gb ECC ram, Nvidia Quadro RTX 5000, and 32 cores so Im sure it's not machine related.  I could try reducing the resolution of my mesh but feel that could / would be counter productive when texturing.  I might have to seek out an acceptable middle ground. Bit of a pest though.

Substance PainterSubstance Painter - Discussions - Mesh size
 on: June 14, 2020, 08:12:21 am 
Just moved this question as I put it in the wrong forum by accident . Here is the question...  Is there a limit to the number of triangles Painter can support in a Mesh ? The reason I ask is,  I have a model of a part of a marine recuction gearbox that I modelled a while back. now I would like to try to texture it in Painter. Set my mesh size to coarse in my Cad translation software  [ it can be user adjusted to any size if need be ] and my edge length to 36mm.  Meshed it no problem but... the mesh has just short of 37 million triangles. would Painter handle that or should I alter my mesh.  I dont know how long it would take to import it into Painter but it meshed in around 4 minutes. there are 26 colours on the model so that would be 26 texture sets . Also I could remove all the inners gears ect as they will not be seen in the painter model.

Substance PainterSubstance Painter - Showcase - Steel cover
 on: June 13, 2020, 02:04:28 pm 
Having big problems getting pics onto the forum so here is a link to my P Cloud folder where I have put 4 images.  If anyone has time have a look and let me know how I could improve the model  texture.

Just some more info, I can post  if my post only contains text,   but as soon as I insert an image the problems start.

No luck at all.  Just get the red rectangle "uploading image " when dragging into my post.  and... if I use the insert image tab there are only these that come in [img] [img]. no images show !

Substance PainterSubstance Painter - Showcase - practice part
 on: June 11, 2020, 04:53:19 am 
[/img] a few pics of a part modelled in Siemens Solid edge in order for me to learn painter.

Thanks Esger van der Post.    I shall try your suggestion.

SubstanceSubstance - Discussions - 413 Request entity to large.
 on: June 10, 2020, 03:51:23 pm 
Hello All, One for the tech folks,  When trying to post any pics on the Painter forum using Chrome I always get the error 413 Request entity to large.. even though the pic is only 2.3Mb  Yet at CERTAIN  times I have succes [ even with a larger file ] Also strange happenings when using Edge. Even when I am already  on the Painter forum  and I try to post a pic.. I get the error address could not be found ....and I am already on the forum !!!  Could anyoe shed some light on this. as it is a pest not being able to post any pics when asking for advice.  And I should not have to rely on "Pot Luck " as to whether my pics will post or no.

Substance PainterSubstance Painter - Discussions - Co ordinate system
 on: June 05, 2020, 07:28:56 am 
Hello folks,
                    Being fairly new to Painter [ about 2 weeks ] I have always had gripes about the lack of flexibility regarding the enviroment. so Did some tests and it would appear that the Co ordinate system used by Painter is actually a reverse of that used by Most [ All ] Mcad systems.  I imported a variety of Mcad models from various Mcad software ... Siemens Solid Edge , Siemens NX , Catia , and Pro E [ Creo ] and all come into Painter upside down.  That is not a problem if I am creating the model from scratch  just means I need to sketch on the reverse side of the front plane and go from there. But the imported models will always come in upside down  Which means that the model / enviroment has to be rotated  which in turn means the lighting from the Hdri is not optimal.  I can employ a workaround by Flipping the environment which means I can then get the lighting I need BUT that creates problems with the ground plane.   Ideally I would love the team to incorporate the ability to move the model in all three axis... independent of the environment.  It has a superb render engine in Iray and an equally super screenshot render from Yebis. Just a pity that they are hampered by the aforementioned downside. I am loving Painter though in spite of my moan.

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