Another feature request. This one I blame entirely on what happens when artists go out to dinner together and start to discuss Substance Designer.
Designer feature request: I always found it kind of weird and awkward that baking texture information in Designer is done by this separate UI. It's not frustrating to use, just seems to break up the workflow of the node-based system of the rest of the program. The "we've had some beers so here's an idea" that came out of it was the idea of having a node that represents the model that you have brought in, and it would have a series of output connectors that you can then link to whatever places in the rest of your graph that you need them. The node itself could have options (when selected) for allowing you to only show connectors for bakes you want (so if you're not using Position there won't be a connector for it if you disable it), possibly a button for rebuilding the maps (in case you change your model), and maybe a way of setting those outputs as parameter inputs. The benefit we see of doing it this way would just be to help refine the process of using a mesh in Designer, and how it integrates into the graph you're working on.
I've attached a rough mockup for what we were thinking. Definitely could be done better but I thought a picture may help explain it.
Just a random idea. Food for thought. I love SD/SP and love the opportunity to give suggestions, so thanks for the open forum.
Hello, sorry if this has been answered elsewhere, but I've done some Googleing and several sources say you can't do it, which sounds crazy. Is there any way, if your project has several materials, that you can output one map for each channel - as an example: one normal map with each of the 4 materials on it - so that it's pretty much game ready? Having to comp everything in PS with masks is a major pain and a huge time waste.
I'm guessing you are talking about Substance Painter. There is curently no way to merge multiple texture sets at export time. Texture Sets are meant to be separate materials with each their own UV set. If you have multiple elements that will end up on the same UV set, you should not separate them in multiple texture sets. That being said, we know a lot of users do this and we will add a way to automate merging texture sets in the future.
I accidentally deleted my low res mesh from my harddrive, this was after saving the it as a SPP file. So it'd be nice to have a export mesh option in the future.
I accidentally deleted my low res mesh from my harddrive, this was after saving the it as a SPP file. So it'd be nice to have a export mesh option in the future.
You could use Recuva or a similar tool to get the file back if you're quick enough.
When I import a simple sphere in fbx, without baking, I can see exactly where unwrap's seams are on it. Is it a bug or normal? And when I baked a normal map, I can clearly see it through. The screenshot is without baked normal map, only low poly. Cheer
When I import a simple sphere in fbx format, without baked maps, I can clearly see the unwrap's seams on it. Is it a bug in the viewport or normal? When I applied the normal map on it, the seams are still there. But in Marmoset, it disappears with the normal map.
I got substance painter 2 from steam store but my iray dialog box is greyed out, how can i access Iray, does anyone know why this is happening, its so strange
You can either press F4 or use the dedicated button in the main toolbar to switch the interface to the Iray interface mode.
Looks like that the drag and drop only brought them into the shelf/tools for that one session, they where not in there, the next time I loaded sp 2.
I looked into the file folder @ C:\Users\YOUR_USER_NAME\Documents\Substance Painter 2\shelf\presets\tools folder and it shows 2 sets of the files (copied and pasted and the drag and dropped) obviously one has to be deleted.
Did you wait a little bit to see if they appear later in the shelf? I noticed sometimes files in the shelf that are not part of the default allegorithmic shelf will appear later than the other ones, like 10 to 30 seconds.
It definitely isn't normal We'll take a look and try to find what's going on. Do you ahve any antivirus that could maybe try to scan these files as they are being copied into your documents folder?
Have found maybe a bug or idk, but after 30-40 mins of working in Painter 2, layer's filters and opacity stop working (responding). Changing it and nothing happens. And I'm trying to use Tri-Planar projection and almost every time got seams for different patterns. The Position and World Space Normals baked with correct settings in Painter 2 (bsphere/all axis), but still there a lot of seams.
It definitely isn't normal We'll take a look and try to find what's going on. Do you ahve any antivirus that could maybe try to scan these files as they are being copied into your documents folder?
I'm running an aging q6600 cpu, gtx960 gpu, 8 gig mem, win7, latest drivers & Norton internet security. All the above is probably contributing to the slow response as well. Thanks for your help Froyok and Jerc (ô¿ô)
teho Could you attach a log file as well as a screenshot of the triplanar issue? What kind of material/filter are you trying to use with Triplanar and on what kind of mesh?
Two suggestions: The ability to switch all the filtering of a project from Bilinear | Sharp to Bilinear | HQ (and vice/versa). Updating all the updated filter/generator to the latest. Thanks.
I can't reproduce your issue and every slider on the Splatter Circular (grey scale & colour) is working normally for me. Can you share more information, please?
My request to Allegorithmic : Please make just another, layer based "Photoshop" or "Illustrator" with all those cool Designer features/ tools as filters over "smart" objects . The one where I could just select an object of screen , move, rotate, scale it precisely from a specified center of transforms without messing with transform 2d nodes. Where objects could all have inherited levels and color adjustments/ with just copy/crop / shift wrap/ array /scatter options in a single click.
And most importantly with objects being able to be instantly deep composed with Z combine. + AA mask. Look at Blender's Z combine node for the AA mask guide. And Fusion "Merge" node as an "instant" example
With all that cool procedural staff working scale independently not being stretched in other scale factor. Look at Filter Forge for the idea. And without that annoying back to 256 rescaling I have constantly cope with in Designer.
Having been working with Designer for years already I am once again looking sadly on my own Gordian knot of nodes I did just a week ago .
Going back to Photoshop I often feel like a breath of fresh air and really starting to realize how easy, simple and elegant linked smart layers are. As the layer approach in general. To bad Adobe just doesn't care of specific texture artist needs.
ps. Maybe even with brushes that procedurally alternate DIFFERENT and RGB- COLOR dab images following along a vector curve . Nozzles, Picture tubes or something . Look at old Creative House Expression "skeletal" strokes for the idea. Would be nice in Substance Painter too
That's a screenshot straight from the splatter circular, on the most recent SD build. Not a bug per se, just a very minor annoyance.
-x-x-
Two more issues: 1 - Tile Sampler has a filtering selector for the patterns, but between bilinear and nearest there's no difference. I wanted to get super sharp patterns but it's giving me artifacts. 2 - The Light node presumes the input is an OpenGL normal map, would be cool to have a selector inside of it.
I can't do anything on substance designer it crashes anytime i make a new substance and drag and drop a design into the editor. It happens every time with every design and texture i have no idea what the problem is i have uninstalled and re installed 3 times now can any please give me some help with this situation any and all help is greatly appreciated.
The "Tools" menu has an entry named "Switch engine" which allows you to choose whether the substances in Designer's graph editor and 2D view are rendered using the CPU (SSE2) or the GPU (DX10 or OpenGL, depending on your OS). I doubt this will solve the problem in this particular case though: since your machine is an Alienware, I suspect you are a victim of the "Respawn" issue. Alienware and Dell machines come preinstalled with a software called "Respawn" which is meant for automatically backuping and restoring files. It adds icon overlays in Windows' file explorers to display the status of each file (backuped or not). Unfortunately, this feature is bugged and causes some other applications to crash (including all our products). To fix this, the simpler (but heavy handed) approach is to simply deinstall Respawn. A more subtle way is to deactivate the shell extensions that are responsible for the icon overlay using a shell extension manager (e.g. ShellExView). The extensions that need to be removed are: DBROverlayIconBackuped.DBROverlayIconBackuped DBROverlayIconNotBackuped.DBROverlayIconNotBackuped
Allow us to pan further in the Node Preview window. Sometimes I want to get really close to the outer edges of my node's preview but the camera clamps it for some reason. In Photoshop you can hit "F" and cycle through view modes and the second mode is what I was hoping for so I can pan further.
painter bug: Sometimes the screen goes black when u apply post effects on top of iray render
its working fine now i exported the textures and made another substance file to render it i think it created problem because i opened substance painter 1 file in substance painter 2 and i was using old pbr shader
I've heard the the recent UDIM support in substance painter doesn't allow painting across multiple tiles. Is there any plans of improving the UDIM support which allows to paint across multiple uv tiles in the future. If yes how soon could we see that update, because right now not being able to paint across multiple uv tiles kinda defeats the purpose of having UDIM support.
but commenting/voting isn't working for me at the moment so I'll paste it here instead:
I was going to create a similar ticket, but I'll add this suggestion onto your own. Still on 1.7.3 so apologies if SP2 makes this redundant already:
Another problem when using smart materials (and masks, I assume) across assets is the UV scale often mismatches; materials created on an asset with a 2:1 texture ratio will need to have all their inputs adjusted if they go onto a 1:1 asset.
So to avoid this, I suggest having the "locked" U & V scale tied to the documents texture resolution, and not always default to 1:1. This way you can share inputs between assets with different UV ratios, and not have to manually adjust every layer/mask scale.
While exporting normal map from Painter 2.1.0 I get some uvs rendered black... Mesh is ok, no inverted polys or other stuff. The original normal map was baked in Painter too without those artifacts. Thanks.
@teho Can you attach your log file ? See : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file I would suggest looking again at your mesh, black square like that usually happen when we generate an incorrect data (like two overlapping vertices). I'm not sure to see what you are calling the "properties toolbar", is that the color editor window ? If yes, this window is automatically closed when you switch between the mask and the content of a layer, because otherwise we don't have the context anymore of the color we are editing.
Would it be possible to allow the shelf tabs to be fully movable and stackable, without the restriction to 3 categories ? For instance, I would personally love to have "Materials" and "Smart Materials" always on display as opposed to hiding behind each other - and of course that's just one permutation out of hundreds of possible layouts.
That's fantastic to hear as that would definitely speed up the workflow - even if by just a tiny bit.
Something else that has probably been requested already : The ability to copy/paste the settings of a procedural texture onto another copy of it, so that the exact same output could be used on different layers.
This would be useful when the same procedural is being used on two or more layers, with each requiring different filters (for instance : adjusting the value of the Height, while tinting Color, and blurring Roughness - meaning 3 layers with 3 procedural textures requiring the exact same inputs).
I suppose that an instancing system could work too, but that sounds more complex to make happen than a simple "right click > copy/paste settings".
Thanks for the fast response time and follow-ups by the way ! Much appreciated.
Something else that has probably been requested already : The ability to copy/paste the settings of a procedural texture onto another copy of it, so that the exact same output could be used on different layers.
We would like to go further than that, we would like to add the ability to reference layers into other layers. Which would make things even more flexible. We need to find a way to make it user friendly however.
All the bakers but the high poly based ones are already GPU based and pretty much instantaneous. High poly based AO and Tangent Normal bakes are CPU based but multi threaded and should not take more than from a few seconds to a couple dozen seconds with really heavy meshes. Anti-aliasing will increase bake times substantially though. Do you experience slow bakes in SD or SP?
Replies
Designer feature request: I always found it kind of weird and awkward that baking texture information in Designer is done by this separate UI. It's not frustrating to use, just seems to break up the workflow of the node-based system of the rest of the program. The "we've had some beers so here's an idea" that came out of it was the idea of having a node that represents the model that you have brought in, and it would have a series of output connectors that you can then link to whatever places in the rest of your graph that you need them. The node itself could have options (when selected) for allowing you to only show connectors for bakes you want (so if you're not using Position there won't be a connector for it if you disable it), possibly a button for rebuilding the maps (in case you change your model), and maybe a way of setting those outputs as parameter inputs. The benefit we see of doing it this way would just be to help refine the process of using a mesh in Designer, and how it integrates into the graph you're working on.
I've attached a rough mockup for what we were thinking. Definitely could be done better but I thought a picture may help explain it.
Just a random idea. Food for thought. I love SD/SP and love the opportunity to give suggestions, so thanks for the open forum.
That being said, we know a lot of users do this and we will add a way to automate merging texture sets in the future.
Export mesh!
I accidentally deleted my low res mesh from my harddrive, this was after saving the it as a SPP file. So it'd be nice to have a export mesh option in the future.
When I import a simple sphere in fbx, without baking, I can see exactly where unwrap's seams are on it. Is it a bug or normal?
And when I baked a normal map, I can clearly see it through. The screenshot is without baked normal map, only low poly.
Cheer
[url=http://postimg.org/image/4b7lari2l/][img]http://s22.postimg.org/4b7lari2l/seam_sphere_bug.jpg[/img][/url]
http://postimg.org/image/46ukvi39f/
When I import a simple sphere in fbx format, without baked maps, I can clearly see the unwrap's seams on it. Is it a bug in the viewport or normal? When I applied the normal map on it, the seams are still there. But in Marmoset, it disappears with the normal map.
Cheer
No normal map applied on it in Substance.
Normal map applied on it in Substance.
Normal map applied on it in Marmoset.
Yes, from gumroad = https://gumroad.com/substancetools#
proper location to place the files?
Should mention I'm using sp 2.0.3
Update...
Looks like that the drag and drop only brought them into the shelf/tools for that one session, they where not in there, the next time I loaded sp 2.
I looked into the file folder @ C:\Users\YOUR_USER_NAME\Documents\Substance Painter 2\shelf\presets\tools folder and it shows 2 sets of the files (copied and pasted and the drag and dropped) obviously one has to be deleted.
But still none are showing in the shelf.
Hi Jerc,
I clear the folder out and did another drag and drop import to shelf, and it took more like 5 minutes for it to load up...
Your right though, it did load after awhile (that normal to take that long?)
We'll take a look and try to find what's going on. Do you ahve any antivirus that could maybe try to scan these files as they are being copied into your documents folder?
I'm running an aging q6600 cpu, gtx960 gpu, 8 gig mem, win7, latest drivers & Norton internet security. All the above is probably contributing to the slow response as well. Thanks for your help Froyok and Jerc (ô¿ô)
The ability to switch all the filtering of a project from Bilinear | Sharp to Bilinear | HQ (and vice/versa).
Updating all the updated filter/generator to the latest.
Thanks.
I can't reproduce your issue and every slider on the Splatter Circular (grey scale & colour) is working normally for me. Can you share more information, please?
Best Regards
And most importantly with objects being able to be instantly deep composed with Z combine. + AA mask. Look at Blender's Z combine node for the AA mask guide. And Fusion "Merge" node as an "instant" example
With all that cool procedural staff working scale independently not being stretched in other scale factor. Look at Filter Forge for the idea. And without that annoying back to 256 rescaling I have constantly cope with in Designer.
Having been working with Designer for years already I am once again looking sadly on my own Gordian knot of nodes I did just a week ago .
Going back to Photoshop I often feel like a breath of fresh air and really starting to realize how easy, simple and elegant linked smart layers are. As the layer approach in general. To bad Adobe just doesn't care of specific texture artist needs.
ps. Maybe even with brushes that procedurally alternate DIFFERENT and RGB- COLOR dab images following along a vector curve . Nozzles, Picture tubes or something . Look at old Creative House Expression "skeletal" strokes for the idea. Would be nice in Substance Painter too
That's a screenshot straight from the splatter circular, on the most recent SD build. Not a bug per se, just a very minor annoyance.
-x-x-
Two more issues:
1 - Tile Sampler has a filtering selector for the patterns, but between bilinear and nearest there's no difference. I wanted to get super sharp patterns but it's giving me artifacts.
2 - The Light node presumes the input is an OpenGL normal map, would be cool to have a selector inside of it.
DBROverlayIconBackuped.DBROverlayIconBackuped
DBROverlayIconNotBackuped.DBROverlayIconNotBackuped
Allow us to pan further in the Node Preview window. Sometimes I want to get really close to the outer edges of my node's preview but the camera clamps it for some reason. In Photoshop you can hit "F" and cycle through view modes and the second mode is what I was hoping for so I can pan further.
Sometimes the screen goes black when u apply post effects on top of iray render
on a side note it would be nice to have an optionto switch to zbrush mouse shortcuts
but commenting/voting isn't working for me at the moment so I'll paste it here instead:
Thanks.
Can you attach your log file ? See : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file
I would suggest looking again at your mesh, black square like that usually happen when we generate an incorrect data (like two overlapping vertices).
I'm not sure to see what you are calling the "properties toolbar", is that the color editor window ? If yes, this window is automatically closed when you switch between the mask and the content of a layer, because otherwise we don't have the context anymore of the color we are editing.
Something else that has probably been requested already : The ability to copy/paste the settings of a procedural texture onto another copy of it, so that the exact same output could be used on different layers.
This would be useful when the same procedural is being used on two or more layers, with each requiring different filters (for instance : adjusting the value of the Height, while tinting Color, and blurring Roughness - meaning 3 layers with 3 procedural textures requiring the exact same inputs).
I suppose that an instancing system could work too, but that sounds more complex to make happen than a simple "right click > copy/paste settings".
Thanks for the fast response time and follow-ups by the way ! Much appreciated.
We would like to go further than that, we would like to add the ability to reference layers into other layers. Which would make things even more flexible. We need to find a way to make it user friendly however.
High poly based AO and Tangent Normal bakes are CPU based but multi threaded and should not take more than from a few seconds to a couple dozen seconds with really heavy meshes. Anti-aliasing will increase bake times substantially though.
Do you experience slow bakes in SD or SP?