With substance painter 1.4.0 there seems to be a change with how Mask Builder works, and as a result, a filter I created based off the mask builder.
You can't get rid of the grunge on the default Mask Builder anymore, as far as I can tell.
With my mask builder, I can't get curvature or ao to show up without having a grunge input populating the input slot.
Before, I used to be able to show the curvature or ao in a mask without needing any input.
The mask builder hasn't changed in the last few releases.
To get rid of the default grunge, set the Grunge Intensity to 0 and also the Noisiness in the AO and Curvature settings to 0.
I'm having some issues with painter lately. I recently switched my gpu (went from a 560Ti to a GTX970) and had 2 instances where the pc froze (both screens went either full white or grey) and it stoped respoding. Even pressing the reboot button didn't do anything.
Do you guys have any incidents like this one happening to any other folks?
I'm having some issues with painter lately. I recently switched my gpu (went from a 560Ti to a GTX970) and had 2 instances where the pc froze (both screens went either full white or grey) and it stoped respoding. Even pressing the reboot button didn't do anything.
Do you guys have any incidents like this one happening to any other folks?
Hey guys, what drivers version do you use ?
Drivers 352.86 WHQL are known to crash Substance Painter. I recommend drivers 350.12 instead. I didn't tested the latest WHQL releases.
I update my bios today and so far doing the same things as before isn't causing any issues. I will let you know during the week if any of these errors come back.
it appears that maybe the substance bake maps operation hangs up on decimated meshes that have been exported out from zbrush without running a "fix mesh" clean up on them. Xnormal is able to deal with these dirty meshes and bake with out worry. maya though has issues importing them and needs to be cleaned. The issue with this though is sometimes the decimated models ive exported out will crash zbrush during a fix mesh operation. just mentioning it incase you guys think it could be looked at? else i think i need to reduce things a bit more so i can run a cleanup without a crash in zbrush. its just nice throwing the meshes straight at xnormal and it takes it without these extra steps that can take awhile if u get crashes.
it appears that maybe the substance bake maps operation hangs up on decimated meshes that have been exported out from zbrush without running a "fix mesh" clean up on them. Xnormal is able to deal with these dirty meshes and bake with out worry. maya though has issues importing them and needs to be cleaned. The issue with this though is sometimes the decimated models ive exported out will crash zbrush during a fix mesh operation. just mentioning it incase you guys think it could be looked at? else i think i need to reduce things a bit more so i can run a cleanup without a crash in zbrush. its just nice throwing the meshes straight at xnormal and it takes it without these extra steps that can take awhile if u get crashes.
How long did you wait with decimated meshes ?
Would you be able to send me a mesh ?
I don't think the fracture particles changed much since the beta. It's probably because you are seeing the spacing a bit more in this specific situation.
Reduce the dt (deltatime) variable the particles parameters (via the tool window). This should give more iterations for the particle and allow it to draw something a bit more clean.
you can bake with a cage but not by mesh. This is what I get if I bake by mesh with a cage. The mesh comes out clean with an average projection. The cage is not broken as I have baked with it successfully in Modo.
The cage system works by matching UV coordinates with the low-poly, if the UVs of the cage overlap you will have an incorrect bake. If you need to bake multiple texture set with different cages, you will have to use different cage files.
that suits me for the time being because not every mesh needs a cage. But if I have like 6 objects to bake and 2 of them need two different cages how does Painter know which cage to use?
edit: just checked, it doesn't support multiple cages.
that suits me for the time being because not every mesh needs a cage. But if I have like 6 objects to bake and 2 of them need two different cages how does Painter know which cage to use?
edit: just checked, it doesn't support multiple cages.
You will have to remove the previous cage file and replace it by the one you need in the common parameters of the bakers.
Substance Painter 1.4.1 is missing the ID selector from the shelf? I have a color ID map and I'm trying to use it to create mask.
The ID Selector from the shelf is gone since a long time now.
It was a substance that has been replaced with a native solution. Look into the effect list and add a color selection effect instead.
Not sure whats going on but my stuff isn't showing up properly in marmoset. Generally it does but today I updated to the latest version of substance painter and then made this prop. Turning down the exposure in painter doesn't help, any ideas?
The maps in Substance Painter are not calibrated the same way as the one in Toolbag 2. Try to use one of the map from Painter directly into Toolbag 2 (you can find them in the shelf/algorithmic folder).
Yep found the environment maps thanks! Something still doesn't look right using the same environment. Especially environment color and roughness. You can see its more orange in painter. I have marmo on GGX and srgb on albedo only. Or is this as close as it's going to get? I saw some other threads where people had it looking identical.
I'm suspecting a tangent space issue here.
Where did you bake the normal map ?
Did you export the tangent/binormal with the fbx ? Or does the baking tool you used recomputed the tbn ?
In painter: it looks like we have a bug in the spherical harmonics computation, the diffuse part seems to be rotated somehow (which explains the brown face on the object which should be at the bottom!). This is the primary cause of the difference you are witnessing.
But I may have found something else on Toolbag side (for the specular/reflection part):
If the mesh does not contain tangent/binormal (which seems to be the case for your asset), if you select Mikk as tangent space, the tangents are computed per pixel.
So if you baked the normal in Xnormal, make sure you checked the option "Compute Binormal in the pixel shader".
And in Painter, make sure you also check this option in the Project Settings.
xNormal with compute binormal unchecked but checking it in painter seemed to make the normals display the same. I also tried rebaking after doing the previous mentioned with it checked in xNormal but no difference in results there. Most likely becausethis prop has a lot of split smoothing groups in comparison to the other polycount thread you linked.
Also that makes sense as to why the colors were off! The floorboards are very orange in the first enviro but it was displaying yellow on the bottom of the prop. Would that make any differences in the roughness values at all? That is my main concern. The roughness looks much stronger in painter compared to marmo.
If it's just because of the spherical computation problem then hopefully that will fix it
Compare the roughness values on the right side of this prop:
Another thing changing back to blinn-phong in marmoset makes the environment highlight strength seem closer to painter. That also kind of makes the roughness values look stronger in marmoset. That's not correct is it?
Booted up substance, I motivated myself to get serious with it (Partly because the community is so active and there is so much great stuff poping all around ) !
Some wood research for a future project, not what I wanted to do initially, but kept with it to play with the tools
Replies
With substance painter 1.4.0 there seems to be a change with how Mask Builder works, and as a result, a filter I created based off the mask builder.
You can't get rid of the grunge on the default Mask Builder anymore, as far as I can tell.
With my mask builder, I can't get curvature or ao to show up without having a grunge input populating the input slot.
Before, I used to be able to show the curvature or ao in a mask without needing any input.
To get rid of the default grunge, set the Grunge Intensity to 0 and also the Noisiness in the AO and Curvature settings to 0.
I'm having some issues with painter lately. I recently switched my gpu (went from a 560Ti to a GTX970) and had 2 instances where the pc froze (both screens went either full white or grey) and it stoped respoding. Even pressing the reboot button didn't do anything.
Do you guys have any incidents like this one happening to any other folks?
I was woking at 4k at the time.
Had same on gtx970.
I didn't. I'm just saying I also had a full PC freeze with SP on gtx970. Possibly at 4k texture size.
Drivers 352.86 WHQL are known to crash Substance Painter. I recommend drivers 350.12 instead. I didn't tested the latest WHQL releases.
I'm using 353.06... as of now : )
Get it here: https://gumroad.com/l/msBB
How long did you wait with decimated meshes ?
Would you be able to send me a mesh ?
Get it here!
It worked good in beta!
Reduce the dt (deltatime) variable the particles parameters (via the tool window). This should give more iterations for the particle and allow it to draw something a bit more clean.
Any ETA on baking by mesh with a cage in Painter?
We are looking into improving that however.
edit: just checked, it doesn't support multiple cages.
You will have to remove the previous cage file and replace it by the one you need in the common parameters of the bakers.
The ID Selector from the shelf is gone since a long time now.
It was a substance that has been replaced with a native solution. Look into the effect list and add a color selection effect instead.
does anybody know why Painter displays the edges like that?
The model looks fine in Maya and Marmoset.
I was on the fence about trying AMD cards for awhile but I couldn't be happier.
I actually don't have any textures in that folder it just has the readme file?
Another example:
EDIT:
here you go https://drive.google.com/file/d/0BwnhBIRqmJGMcllveDVNSTVzOUU/view?usp=drivesdk
https://drive.google.com/file/d/0BwnhBIRqmJGMTkNIU01HS1dWTFE/view?usp=drivesdk
Where did you bake the normal map ?
Did you export the tangent/binormal with the fbx ? Or does the baking tool you used recomputed the tbn ?
In painter: it looks like we have a bug in the spherical harmonics computation, the diffuse part seems to be rotated somehow (which explains the brown face on the object which should be at the bottom!). This is the primary cause of the difference you are witnessing.
But I may have found something else on Toolbag side (for the specular/reflection part):
If the mesh does not contain tangent/binormal (which seems to be the case for your asset), if you select Mikk as tangent space, the tangents are computed per pixel.
So if you baked the normal in Xnormal, make sure you checked the option "Compute Binormal in the pixel shader".
And in Painter, make sure you also check this option in the Project Settings.
Some info here:
http://www.polycount.com/forum/showthread.php?p=2246977#post2246977
Also that makes sense as to why the colors were off! The floorboards are very orange in the first enviro but it was displaying yellow on the bottom of the prop. Would that make any differences in the roughness values at all? That is my main concern. The roughness looks much stronger in painter compared to marmo.
If it's just because of the spherical computation problem then hopefully that will fix it
Compare the roughness values on the right side of this prop:
Another thing changing back to blinn-phong in marmoset makes the environment highlight strength seem closer to painter. That also kind of makes the roughness values look stronger in marmoset. That's not correct is it?
Some wood research for a future project, not what I wanted to do initially, but kept with it to play with the tools