Just a quick question. Been having this "halo-ing" effect when the masks transition from one material to another using colour ID. I have tried the following solutions:
* Baking an ID mask without anti-aliasing. * Using a combination of blur/levels and custom generators to grow/shrink masks. * Covering the entire model in a material and then using the color ID to mask the metal on top. * Manually painting out the edges of the mask to try and minimize the mask.
Graphics card drivers are up to date (NVidia GTX770)
Just a quick question. Been having this "halo-ing" effect when the masks transition from one material to another using colour ID. I have tried the following solutions:
* Baking an ID mask without anti-aliasing. * Using a combination of blur/levels and custom generators to grow/shrink masks. * Covering the entire model in a material and then using the color ID to mask the metal on top. * Manually painting out the edges of the mask to try and minimize the mask.
Graphics card drivers are up to date (NVidia GTX770)
Regards.
This kind of artefact between a metallic and non-metallic surface is inherent to the metallic/roughness model and will always appear in any engine that uses this model. You can reduce it by having a higher roughness and darker color on your transition between the 2 materials.
I'm working on making a good bridge between Designer and Painter, trying out and looking at a number of different methods, but so far I've been unable to find something that really suits my fancy.
My setup is that I have these complex graphs in Designer where I Tri-Planar map my materials, and I'd like to blend between them with masks in Painter while being able to actually see the change in Painter.
Somewhat like this: https://www.youtube.com/watch?v=1UGczlDM6b8 At about 51 mins he paints a mask, but to see the result he's got to go back to Designer. Is there a better or different method that does what I need? I've read feature notes about a "Live Link" but am unable to find any documentation.
Does this mean that orthographic view and iray will only be in painter 2? If orthographic view is already done and you haven't released it for some reason, then it kind of feels like that reason is because it's going to be only in painter 2
I did read somewhere that there might be a folder restructuring for the (custom) shelf folder in the "documents" path for Painter 2? Can I keep my custom shelf folder(s) or will it lead to conflicts with Painter 2?
What could speed Painter up? I mean generators and procedural materials/masks. I see approximately 50% of CPU load and even less of GPU while red line is progressing , but almost full 16gb RAM usage. I was going to buy a new video card but have some doubts now. Maybe I need more memory?
Something to keep an eye on that I've been noticing.
When opening Painter, sometimes, it will not utilize my entire GPU. I have GPU-Z open and the times that my card hits 100% clock speed, the viewport seems to be running fine. However, there are many times where it won't even hit 50% clock speed with the same project, or even get past idle clocks. That causes insane viewport/performance lag. Furthermore, nothing else is a bottleneck when this happens. CPU, GPU Memory, and RAM are all well below 100%. Something just seems to be up with the clock speeds.
This has happened on a GTX 770 4GB, a R9 290 8GB, and a R9 390 8GB I'm not sure what the fix is -_-
What's your graphic card model? If it's capable enough, I would say additional ram is more likely to speed things up.
Nvidia GF 660ti 2gb. From couple years ago probably. I somehow like Substance Painter , especially it's nice real time preview and automatic approach. But most of my time I look at the red line progressing.
I would definitely say more ram then, if your ram maxes out, that mean Painter has to offload stuff to the hard drive and swap, this can cause serious slowdowns.
Ability to make instanced layers/groups. This is useful when you have a lot of texture sets and need to have consistency in masks, colors and materials.
In substance Painter: An option to export in 8K. You do not even have to be able to work in 8K as long as there is the option to let the textures re-generate to 8K. Of course Substance painter should then also recognize 8K basemaps.
It could even be a hidden option that you manually have to turn on in the settings menu. Maybe with a warning that it could be slow and only works on Video cards with more than 3GB of ram. I know 8K textures are not really useful for games at the moment, but they are great for beauty renders in for example Marmoset. Quixel Ddo even supports 16K Textures.
Trying to verify - if I just have a low poly model, with no high poly, can I still texture it easily using Substance by using masks to identify different materials?
I have a quick question. I tried to google that but was unable to find any info. I have lower amount of generators for masks in SP2 compared to SP1. Did generators got collapsed/removed or have I done something terrible? Even current substance documentation and official youtube videos for SP2 shows bigger amount of generators than I have.
Since we introduced Smart Masks that basically allow you to save presets of the very powerful Mask Builder and Mask Editor, we removed the other too specific mask generators that were being redundant. You can still download them on Substance Share: https://share.allegorithmic.com/libraries?by_category_id=11
Hey guys, is there a way to remove the white edge/halo that's generated when applying metal edge where. I've tried playing around with layer types, opacity and the generator variables, but I can't get a solid colour fade, just a white edge... This happens when I use very dark colours like a near solid black for instance.
I had a question about using Substances in the new Painter releases. Is it impossible to just import a .sbs file? If not, what is the best way to handle changes being made in SD that propagate to Painter? I remember a video on this but could not find it.
You can only import sbsar files. Reloading and updating a sbsar in Painter can be done through the right click menu on this material in the shelf if it was imported in the project, but will require a restart if the sbsar is part of the actual shelf folder. Although very soon all of this will be much much simpler and streamlined with the shelf makeover.
Hey guys, is there a way to remove the white edge/halo that's generated when applying metal edge where. I've tried playing around with layer types, opacity and the generator variables, but I can't get a solid colour fade, just a white edge... This happens when I use very dark colours like a near solid black for instance.
Hi I can't figure it out by myself, please help. How to quickly and efficiently move masks between layers? I tried export to clipboard, doesn't work. Copy and paste work only in SOME cases (why??), in other it pastes something else. Exporting to file and than putting mask from bitmap works but I can't paint on it!
I wonder if it is possible now, to export all layers from Painter to Photoshop? Or if Painter does not support this feature directly, maybe someone knows a workaround for that ?
A minor change I would like to see (perhaps as an option users can define in settings) is an increase in the "Recent Files" list length — 5 entries seems far too few. 10-15 seems more practical. If I'm using incremental saves and multiple projects, 5 recent files becomes inadequate quite fast.
Hello! Question here: How to reload a project textures? Right click on texture icon>Reload button does nothing for me. As i am right all assets that was imported to project stays in .spp file, so you cant directly update them? Or not? Because I can see path to project textures "/project", but where is it?
Edit: Actually reload button update texture itself, but it not update info from this texture across all project. I mean if you update ID map its not update color selection masks. How to do this without manual changing map everywhere it was used?
A minor change I would like to see (perhaps as an option users can define in settings) is an increase in the "Recent Files" list length — 5 entries seems far too few. 10-15 seems more practical. If I'm using incremental saves and multiple projects, 5 recent files becomes inadequate quite fast.
Hello! Question here: How to reload a project textures? Right click on texture icon>Reload button does nothing for me. As i am right all assets that was imported to project stays in .spp file, so you cant directly update them? Or not? Because I can see path to project textures "/project", but where is it?
Edit: Actually reload button update texture itself, but it not update info from this texture across all project. I mean if you update ID map its not update color selection masks. How to do this without manual changing map everywhere it was used?
If you update your ID in the additional map slot of you texture set, it will update all the layer using it. Otherwise you will have to replace it by hand.
Replies
Could be a stupid question but can you drag out an alpha similar to zbrush?
* Baking an ID mask without anti-aliasing.
* Using a combination of blur/levels and custom generators to grow/shrink masks.
* Covering the entire model in a material and then using the color ID to mask the metal on top.
* Manually painting out the edges of the mask to try and minimize the mask.
Graphics card drivers are up to date (NVidia GTX770)
Regards.
Another quick question. sorry about having so many .
Is it possible to use paint layer and convert it into a mask?
My setup is that I have these complex graphs in Designer where I Tri-Planar map my materials, and I'd like to blend between them with masks in Painter while being able to actually see the change in Painter.
Somewhat like this:
https://www.youtube.com/watch?v=1UGczlDM6b8
At about 51 mins he paints a mask, but to see the result he's got to go back to Designer. Is there a better or different method that does what I need? I've read feature notes about a "Live Link" but am unable to find any documentation.
in the meantime you can download a Spec/Gloss Shader from Substance Share. (https://share.allegorithmic.com/libraries/15)
Best Regards
I did read somewhere that there might be a folder restructuring for the (custom) shelf folder in the "documents" path for Painter 2?
Can I keep my custom shelf folder(s) or will it lead to conflicts with Painter 2?
Thx
Something to keep an eye on that I've been noticing.
When opening Painter, sometimes, it will not utilize my entire GPU. I have GPU-Z open and the times that my card hits 100% clock speed, the viewport seems to be running fine. However, there are many times where it won't even hit 50% clock speed with the same project, or even get past idle clocks. That causes insane viewport/performance lag. Furthermore, nothing else is a bottleneck when this happens. CPU, GPU Memory, and RAM are all well below 100%. Something just seems to be up with the clock speeds.
This has happened on a GTX 770 4GB, a R9 290 8GB, and a R9 390 8GB
I'm not sure what the fix is -_-
It could even be a hidden option that you manually have to turn on in the settings menu. Maybe with a warning that it could be slow and only works on Video cards with more than 3GB of ram. I know 8K textures are not really useful for games at the moment, but they are great for beauty renders in for example Marmoset. Quixel Ddo even supports 16K Textures.
You can still download them on Substance Share: https://share.allegorithmic.com/libraries?by_category_id=11
You made my day!
>>THANKYOU<<
Reference:
http://imgur.com/E4oX0Vn
Long answer : That's a limitation of the metal-rough PBR workflow.
See : https://www.marmoset.co/toolbag/learn/pbr-conversion
I can't figure it out by myself, please help.
How to quickly and efficiently move masks between layers? I tried export to clipboard, doesn't work. Copy and paste work only in SOME cases (why??), in other it pastes something else. Exporting to file and than putting mask from bitmap works but I can't paint on it!
I wonder if it is possible now, to export all layers from Painter to Photoshop?
Or if Painter does not support this feature directly, maybe someone knows a workaround for that ?
Cheers
Is it possible to retrieve the meshes from Substance Painter somehow? Or am I up shit creek?
Thanks for the answer!
Question here:
How to reload a project textures? Right click on texture icon>Reload button does nothing for me.
As i am right all assets that was imported to project stays in .spp file, so you cant directly update them?
Or not? Because I can see path to project textures "/project", but where is it?
Edit: Actually reload button update texture itself, but it not update info from this texture across all project. I mean if you update ID map its not update color selection masks. How to do this without manual changing map everywhere it was used?