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Topics - tellychris

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How does one go about creating a perfect cylinder in SD?

I've tried all the shape nodes available. Using the capsule shape with the ends masked out was the best result so far but not perfect.

I just want to create a basic cylinder.

Please see attached. No matter what method I use there is always some pinching or flattening at the top of the cylinder. Please help! I'm sure i'm missing something simple here.

Thank you so much.

Hello friends.

I am struggling to grasp what is wrong with my process with painter. I have a very large mesh that I want to tile different materials together in my ue4 shader using masks Exported out of Painter.

However I am running into a few inconsistencies that I do not understand.

Picture 1 shows the Screengrab out of UE4. Here I am tiling my material many times over a very large surface and it looks great up close. I can walk up to it in the game and it looks fine.

However when I bring that same mesh and material into Painter and tile it many times the quality looks nothing like it does in UE4. I realize this is a texel density problem in painter but why does it look fine in ue4? Or is my Painter bugged?

Is tiling a material in Painter (UV Scale) not the same as tiling in UE4? (UVCoords)

Thank you so much for the help.


I have a rock generator graph that I often drag onto other projects to use. However every time I make a change to the original rock generator graph it updates in all the projects I dragged it in. I need to break that connection so I can use the graph in other graph without it being linked.

I've looked online and can't find a solution.

Any help would be greatly appreciated.

Thank you.


I am trying to set up a Directional Warp and Transformation 2D node where it automatically applies an offset in the Transform node when I input a value into the Directional warp Intensity divided by 512.

What I've found is if I warp an image with the Directional Warp node by 256 I have to Transform in the opposite direction by -0.5 to get the warp to "stay in place". I am trying to create a custom node that does the math automatically.

Directional Warp Intensity 256/512=Transform Offset 0.5

How do I set up a function in the Transform 2D node to Look for the Directional Warp intensity and do the needed math?

Hello. I hope this is the right forum for this question.

I am looking for help on to see if I am the only person experiencing huge slow downs and instability with Designer 6. Everytime I launch the program, open or save a graph my system ram (16gb) gets maxed out and I am waiting and waiting for the operations to finish. I can't open large graphs or change resolutions without waiting and waiting. Even smaller graphs are taking longer to see the results show up in the 3D view. I am also getting random crashes.

I never had any of these problems with SD 5. I never had to optimize graphs as the program was always rock solid and fully functional. However I can barely work with SD 6. I've tried reinstalling and I have the latest update but I am still having huge issues.

Please help.


Everything rendered in Iray in Substance Painter. Texture sets rendered at 2k. 16gb of memory was not enough to render all my texture sets in 4k. It was a HUGE file, I pushed everything to the max on this one.

This was my first attempt at vehicle design as I usually build enviro's and architecture. I used a huge amount of Zbrush Stock IMM brushes and Materials from painter. I also used a few smart materials from the Substance Share community. Block out and UV's done in Maya, modeled in Zbrush.

Looking for feedback. Thanks!

Good evening.

I am wondering if I need to worry about what my normal map format is publishing from Designer to Painter? (I normally build my substances in OPEN GL, but my end goal is UE4 which requires DirectX)

If I publish Open Gl substances to Painter will it automatically change in Painter to Direct X?

The reason I ask is I use a lot of Nodes in Designer like curvature and curvature smooth that ask you to select your normal map format. And I'm worried that if I have to switch everything to DirectX after every substance is completed I'll miss converting one of those nodes and my substances might not look correct down the line.

I also like working in OpenGL in Designer because I preview my normal map channel a lot and everything looks correct in Open GL where Direct X normal looks like it's pointing in different direction.

Thanks folks!

Good afternoon.

I cannot paint over my UV seams in Painter. For some reason the seam shows no matter what I do. I tried cloning as the most logical way to fix this but no luck.

I've set every layer to Passthrough as per the documentation. I have a basic setup. Lowpoly mesh with baked normals applied. Normals baked in Painter. On top of that is a Stone base substance material I made in Designer. The clone layer is on top of that.

Please see attached screenshot. 

How do I get rid of seams in Painter?

Thank you very much.

Hello  I am using the Generator MG Mask Editor on one of my masks on a layer. I dragged and dropped one of my Substances into the Image Input slot on the Mask Editor and Selected Output Selection as HEIGHT.

I have this same Stone Material Substance on a different Fill layer with the UV Scale parameter set to 8 with UV projection as the projection setting.

How come the MG Mask Editor does not have a way to tile the Image input over the UVs? It only has a Scale Parameter which I can't seem to match by eyeballing it. See attached images and it will help. Basically I Need the Scale setting for the Texture input in the Mask Editor to match the UV scaling of the other substance material so the pixels are in the same spot.

The reason why I am doing this is to use the Height output of the Stone Substance as a Mask for my Moss Substance.

Please Allegorithmic, can you help out?

Thank you.


I have a moss material imported into Painter from Substance designer. It HAS a height map output but I can't figure out how to access the Height map in Painter to use in the Moss materials mask which I can then add a levels to it to blend the moss by it's height map. This is a common wait to blend materials together to get a natural blend. I'm sure we can do it in painter but I can't figure out how.

Please help me! Thanks folks.

Good day.

I have baked a model in substance designer and now I am trying to texture it using some pre-made substance textures I have.

I am trying to combine the Unique baked normal map with the normal map from my Substance texture but it keeps tiling along with the Substance texture which is bad. It's a unique normal map so it has to stay at tiling of 1.

I've set the Baked normal map to Absolute and even tried setting the node after it (Combine Normal node) to absolute. Still doesn't work. When I go to Material>EDIT>Tiling and increase the tiling (Because I want my Substance texture to tile many times over the model) everything ends up tiling!

How do I tile my substances but keep the Bitmaps at a tiling of 1?

Please help

Hi. I want to apply a smattering of random color over my mesh. Normally how I do this in Designer or Photoshop is map a few colors to a gray scale image using a gradient map.

How can I do this in painter?

What I've done is create a new layer and added a BnW noise 3 Procedural which is Black and white. now I want to map a variety of brown colors through that BnW procedural.

Can you do that in Painter?   Thanks so much.

Good afternoon.

I purchased Painter to be able to paint out seams on my 3d Models. I am currently building materials I build in Substance Designer to bring into Painter to combine with my baked textures from my models and then to paint out the seams by adding a new layer and using the Same Designer material to paint and Stamp out the seams.

For some reason I cannot get the seams to go away. I've watched all the Allegorithmic tutorials on proper mesh set up and baking and I've double checked everything.

My model only has one smoothing group and I have baked the normal map right in Painter.

It's almost like the UV edges are marked hard and are not lighting correctly. Additionally the model looks fine when viewed in the viewport with just the normal map bake applied to it.

Any help would be greatly appreciated.

Thank you.

Good evening.

I have a model that I baked a normal map for and assigned to the Normal map in the Additional Maps slot.

No my question is how do I got about combining more data on top of that? I have material I made in Designer that I add as a fill layer but it looks like it's wiping out the normal details from the unique normal map assigned to the Additional Maps slot.

Any help would be appreciated. Thank you.


Everything step I take or button I click in Painter locks up the program for about 10-30 Seconds.

I have a beefy computer with an i7/980ti

I'm not sure where to start on trouble shooting this...

I have a low poly model loaded and I am experimenting with adding Material fill layers.

EDIT: If it helps I have imported a Substance material I made in Designer. I think that may be what's causing the issue.


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