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Topics - victoranthonyburgos

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I am trying to make sure about how the heck to upgrade and get my definitive versions with Substance Painter 2.

So, this is a reproducible bug as I (un)luckily had a lot of assets that I had to relocate.

To reproduce:

a. Right click on the model that needs to Relocate under resources.
b. Look at 3D View. Nothing shows up.

(Tried zooming, in, etc, can't see a thing)

If you close the SBS file and reopen it, and then double click on your model under resources, it shows up as intended. Small, annoying little bug with a workaround for the moment.

I guess I don't like change:( Or maybe it's the color scheme... Too bad those color blocks on the top right don't change it:( Hmmm, still extremely weird. I wonder why the change?

But while we are on the subject of change....can you please allow us to get to the Main Page of OR our personal accounts via the forums? Like Clicking that top left Allgorithmic should take us there not the forums. But maybe just adding another link would do. Thanks!

In 5.3.1 PUUSH.( is partly broken. It's a screenshot capture thing, very small. Anyway, I can't use the CAPTURE AREA screenshot mode inside SD itself, but once I am out, it'll appear. So, PUUSH Full Screen and Current Window Screenshots work, but not the capture area. Somewhat annoying if I just want to highlight a certain part and send it to Slack or something.

Thanks for all the hard work you do!

Edited for clarity. In 5.3 it DID work as intended. I had to revert back to 5.3 because 5.3.1 had too many other bugs I could not deal with.

The ability in any node that has those two options to keep the same default/selection used as the previous one. It make pumping out SVG nodes much faster. Thanks!

Substance DesignerSubstance Designer - Technical Support - HowToReportBug...
 on: October 06, 2015, 09:45:10 am 
The information stickied on this subforum is not current. Please update. For now, here's my bug report, I've crashed multiple times for various reason, all started with the new Iray build though. Iray kills my audio constantly, and hang ups my system randomly. Not using Iray, SD still crashed on saves and other things, just randomly, nothing solid that I can tell.

Please update your Report Bug email/sticky. Also, would be nice to be able to just sent you directly the LogFile right after we create it. As in...upload to your database.'s not my system, unless my 1 year old rig is ancient:
Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_ltsb.150715-0840)
           Language: English (Regional Setting: English)
System Manufacturer: MSI
       System Model: MS-7885
               BIOS: BIOS Date: 03/20/15 17:47:52 Ver: V1.80
          Processor: Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz (12 CPUs), ~3.3GHz
             Memory: 32768MB RAM
Available OS Memory: 32664MB RAM
          Page File: 14457MB used, 67357MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
Card name: NVIDIA GeForce GTX 980
       Manufacturer: NVIDIA
          Chip type: GeForce GTX 980

...WITHOUT the old dependencies on there. So pretty much, let's say I create 15 SVGs in one graph... and then I want to have those same 15 SVGs, with the new frames...copied to other graphs I am working on... I tried just copy/pasting them, and noticed right away they were just the exact same ones (deleted vectors inside, deleted all the ones from my previous graph). Is there an easy way to do this? I just want to be able to have 15 SVGs already placed and organized like the ones I have, but have their dependencies removed, or rather transferred to the graph they are on at the moment.

I've tried Googling and searching the forums, and read the documentation...either it's something super simple and I am overlooking it, or no one's asked before or can't be done. Let's hope it's super simple!


Alright, so I am getting back to Substance after a short hiatus (was focusing on learning more about UE4 BPs). I originally ran into some issues when baking my normals, but after messing around with some settings, got it working pretty good. My only concern was just that, I was randomly messing around with stuff:)

I have questions to what exactly Dilation Width is doing and would it matter depending on the type of mesh (plane, cube, etc).

So in my example, I created a HiPoly Panel Plane with random shapes on it. And a LowPoly plane. In this particular example, changing the dilation width had no effect whatsoever in the end on the mesh itself. But I might as well figure this out now before I get into some more complicated meshes and go crazy. I changed it from  1 to 64 then 0. I was doing a "Perfect Normal Map Bake" tutorial which had no apparent effect on this mesh as well (but that could be due to my mesh only having one UV shell island, since it's a perfect plane) but, in the tut, he mentioned baking an SVG map and setting the dilation to 0 to make it "flat". I get what diffusion is doing in regard to mipmaps/seams.

So, what I want to know, is why should I be changing this particular setting before baking. What is exactly going on here?

My next question is why shouldn't I be using Max Frontal/Rear distance (which is currently 1.0), if I want to ensure to get everything from my HiPoly?

Everything else is pretty self explanatory. Thanks everyone for the help in understand this.

That's what Epic says in their release email anyway.... but I don't see it anywhere... anyone else?

Substance PainterSubstance Painter - Technical Support - Newest build
 on: June 10, 2015, 10:27:19 pm 
Just "crashes" for no reason when exiting. I sent one ticket in when it came up. Not the others. And also, most of the thumbnails are not refreshing for some reason on the shelf. Some did though. And I waited a few to see if any of the others would pop up, none did.

Just wanted to say Kudos!

Upon import from Substance Painter? So, I guess I don't mind setting it to greyscale manually every once in awhile, but this time I had 6 mats of conversions to do! It took only a few minutes, but still, every minute counts. I was wondering if there was such a feature (like how UE4 does it by naming conventions)? If not, I'll put it in feature request. Just was hoping I missed it.

Looked around a bit on the forums to see if the question was brought up or answered successfully. But, I was wondering, has anyone had any luck or have any tips to working in a modular mindset with Painter? Or even Designer. Almost, like how you would have one texture sheet for your modular set done up in Photoshop and lay out the UVs on the bitmap but done in Painter or Designer.

Or is it just not really worth/practical trying to have one substance for all those meshes? I could see color IDing each individual uv.

Anyways, just wondering if someone has figured out an easy way to go from Master Texture Sheeting in Photoshop to Painter (sometimes using real life reference images)?


Just wondering what's up with that? All low poly assets, no Normals originally brought in.  Exported all channels from Painter into Designer... Before that, I brought it into UE4, and no seams there so far... Only reason I brought this one into Designer in the first place, was because of the multiple mats. I wanted a clean and easy one substance into UE4... But it's somehow giving me seams now. None of my other meshes have done that today. But those were only using one material. I will have to try out another multiple material mesh after this one.

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