Not sure if anyone noticed this yet but what i found is that since my gloss map was the one always cutting off, there had to be something there that was causing an issue. I went in and changed a layer's blend mode in substance from subtract (as stated in the error text) to multiply and it exported fully. Though i still can't get my normal maps to export right so i just use the original flattened export. But other than that, everything seems to be working now, lovin this export to psd!
2.3.1 is here! For this release we've been focusing on axing all the GPU realted crashes and issues people were facing with 2.2/2.3, please let us know if any issue remains.
Changes:
[Plugin][Photoshop] Allow to specify which material/stack/channels to export
[Scripting] Function names had some inconsistencies
Fixes:
[Export] Alpha can be discarded in custom export presets
[Export] Alpha gets incorrect gamma conversion on sRGB channels
[Export] Non-square documents are exported as squared
[Export] Impossible to export additional maps if one is missing
[Iray] Some parameters (like emissive Intensity) have no effect
[NVIDIA] Crash at Startup with NVIDIA Quadro K2200/GTX 750/760
[AMD] Incorrect set of colors for thumbnails and previews
[AMD] Freezes and driver failure on New File and File Open
It seems you guys haven't fixed the bugs with AMD GPUs in this build. I still can't export textures with my AMD GPU. Not just me, my co-workers have the same issue. SP crashes or black textures when exporting bugs still exist.
It seems you guys haven't fixed the bugs with AMD GPUs in this build. I still can't export textures with my AMD GPU. Not just me, my co-workers have the same issue. SP crashes or black textures when exporting bugs exist.
With my RX480 I had some issues too, but when SP crashes after a freeze during export, I just restart it, load my project and export it right after loading. This way allow me to get my textures when the crash is constant in my projet when I want to export.
Soooo, SP2's base smart materials are "missing" after loading up 2.4 for the first time. The shelf folders are there in the settings and the SPSM files are where they should be. I've typed in random smart materials with no such luck. I might try a reinstall if it doesn't get straightened out on its own.
Is there any way I can change the new 2.4.1 layout to the old 2.2.1 lay out? I don't really like working with the sub-shelves. I've been trying to use the sub-shelves but I just don't like the way the feel while I work. I know I can un-dock the Sub shelves and put them next to each other but having to do that back and forth between different computers a pain when you work with on many different desktops. A way to save layouts would also work.
Ha we thought we had fixed all known AMD bugs in 2.3.1. Did you guys sent a bug / crash report? If so, do you remember with which email address?
I'm currently on an AMD Firepro W9100 and all my maps are coming out black no matter what settings I adjust on the export. Haven't noticed any crashing issues but the texture one doesn't allow me to get anything from Substance, it means passing it off to co-workers on Nvidia cards to export, which is annoying for both of us.
I can't give an ETA on the FirePro support, but that's something we would like to improve. At the moment the software is very unstable on these GPU models.
Substance Painter 2.5 is here! Main new things to look for are Opacity Support for the brushes, Color Management, Text Input Support, Shader improvements, 8k baking and loads of new scripting capabilities. More info on these new features in our blogpost.
And here goes one of the longest changelog in Substance Painter's history!
Changes
Added support for AMD Radeon Pro and AMD FirePro GPUs
[Tool] Add support for stroke opacity
[Tool] Add a modifier that allow to continue the last brush stroke
[Iray] Update to support Pascal GPUs
[Viewport] Add support for Color Profiles (LUT)
[Substance] Integrate new framework (SD6 engine)
[UI] Increase "recent file" size list in File menu
[Import] Use category from substances to fill the prefix in the import dialog
[Bakers] Allow to bake 8K textures
[Bakers] Allow to bake non-square resolutions
[Bakers] Improve memory consumption when baking heavy high-poly meshes
[Shelf] Lock shelves (and projects) to forbid concurrent editing and avoid corruptions
[Shelf] Read category and keywords from substances to use them for filtering
[Shelf] Allow to exclude ressources from the result of a search query
[Shelf] Improved thumbnails time computation
[Shelf] Allow to embed presets in projects
[Shelf] Allow to quickly collapse/expand the tree-view with SHIFT
[Shelf] Allow to save thumbnails when assets are read only (local cache)
[Shelf] New content : new filters (transform, mirror, tri-planar, etc.)
[Shelf] New content : new LUTs profiles (classic and artistic, such as Film Noir, Vintage, etc.)
[Shelf] New content : 10 new Font Substances to quickly generate custom texts
[Shelf] New templates : Unity 5 and Unreal Engine 4
[Shelf] Improved HSL filter to be more artist friendly
[Shader] Add support for specular level channel in PBR shaders
[Shader] Add support for Dithering in Alpha Test shader
[Shader] Add supprot for parallax occlusion mapping in PBR shaders
[Shader] Allow to define custom UI for shader parameters
[MatLayering] Create new Mask channel for material layering workflow
[Scripting] Allow to write metadata in a SP project
[Scripting] Allow to export with a specific export preset
[Scripting] Allow to retrieve shader parameters as a JSON
[Scripting] Add support for WebSocket connections
[Scripting] Add the possibility to load shader instances
[Scripting] Add the possibility to create a new project
[Scripting] Allow to retrieve the url of the mesh imported in a project
[Scripting] Allow non square baking
[Scripting] Report errors when setting data via scripting API
[Substances] Add user-data tag to specify normal map format
Fixed
Crash when picking color with substances
Crash when loading a non RGBA32f image as environment map
Crash related to painting on AMD GPUs
[Mesh] OBJ import doesn't recognize materials without mtl file
[Mesh] UDIM Texture set name generation can be incorrect on some meshes
[UI] Undo/Redo button in Viewer Setting steal focus and stop mouse scrolling
[UI] Some labels are incorrectly cropped in High-DPI
[Layer] Replace mode for paint effect has an incorrect behavior on Mask
[Layer] Subtract blending mode has an incorrect behavior with alpha
[Tool] Brush size becomes huge in 2D View when painting on UV borders
[Tool] Snapped straight line has erratic behavior with High-DPI
[Tool] Stencil resolution is sometimes incorrect
[Bakers] "Max Occluder Distance" values are clamped if "relative to bounding box" is "Off"
[Shader] Stack and auto param channel definitions don't match
[3D View] Unconsistent display of the normal channel depending of project setting
[Viewport] Some normal maps have clamped values which appear as artifacts
[Viewport] Post-effect are always disabled by default
[Export] Normal mixing setting is incorrect if normal channel is missing
[Export] Incorrect texture generation in some cases on AMD GPUs
[Export] Shader parameters are not exported properly if located inside a group
[Export] Editing an export preset in a custom shelf output a log error
[Shelf] Tree-view filtering does not match exactly the folder name
[Shelf] Renaming a shelf preset is hard to read
[Shelf] Shader resource imported in the Shelf isn't preserved after relaunching
[Shelf] Content : Weld tool preset is missing
[Shelf] Content : Tile Generator doesn't work properly
[Shelf] Content : Fixed incorrect mask on Rubber Tire Dirty smart material
[Shelf] Content : Fixed incorrect group name on Leather bag material
[Iray] Half of meshes are missing in Iray
[Linux] Crash when dragging a resource above the 3D View
[Mac] Preferences are reset at every launch on Sierra
Known Issues
[Export] In very rare case, black rectangles can appear on AMG GPUs
[Iray] Color Profiles can behave in odd ways sometimes
Really cool update. But I'm a little disappointed that i cant control stroke opacity with pen pressure. Substance Painter is soo close to being a viable option for handpainted textures.
Really cool update. But I'm a little disappointed that i cant control stroke opacity with pen pressure. Substance Painter is soo close to being a viable option for handpainted textures.
If you are comparing the feature to Photoshop, then it's just a semantic issue : Opacity in Photoshop refer to the Flow in Substance Painter. The Stroke Opacity can't be linked to the pen pressure, it's technically not possible. (Will be more detailed in the documentation in a few days)
Yeah, i tried that, but it dosen't really act like expected for me, also comparing it to 3d coat. In an ideal world i would love the option to turn off the "None destructive workflow" and have a better "hand paint experience" :P
[Tool] Add a modifier that allow to continue the last brush stroke
How does this feature work? I need to press a key combo to make it work?
You can press and maintain the "A" key to enable this feature. Basically what it means is that you can do a brush stroke on the mesh, and then do an other one while pressing this key. Instead of overlapping the two strokes, they will be combined (as long as the brush parameters are identical). This mean you can paint a surface with the same flow/opacity in multiple times. It's handy if you need to rotate the camera for example.
Yeah, i tried that, but it dosen't really act like expected for me, also comparing it to 3d coat. In an ideal world i would love the option to turn off the "None destructive workflow" and have a better "hand paint experience" :P
Could you elaborate on how it acts in a different way than Photoshop and 3D Coat? From our tests, it behaves exactly like Photoshop when using the same opacity and flow values along with pressure sensitivity.
SP 2.5 Crashes on win 7 with old drivers, (2.1 worked fine) and i cant update my driver because autodesk programs will cause a force blue screen restart. any suggestion ? also i noticed baker doesnt work and causing a crash, also i switch to material tab it crashes.
Good work! Unfortunately "match by name" stopped working correctly after the update. Worked fine just days ago. Hope you can fix that fast, since it basically is a blocker for any professional work. Also, are there plans to add heightmap/displacement baking? You added parallax occlusion mapping to the shader, which needs propper baked heightmaps to look good. Baking only this map in designer is not that convenient.
This release fixes regressions encountered in 2.5.0
Fixed:
- [Mac] Wacom tablet input broken in 3D and 2D
view - [Bakers] Matching by name doesn't work
anymore - [Bakers] "Average Normals" setting
doesn't work anymore - [Iray] Incorrect rendering with missing
baked normal map - [Iray] Color Profiles behave differently in
comparison to OpenGL renderer - [Iray] Exporting render as bitmap doesn't
include color profile correction - [Substance] Material filters don't work
anymore - [Tool] Stroke opacity isn't stored in brush
presets - [Tool] Clone Brush UV Alignment doesn't work
anymore - [Export] Displacement channel should be
centered in 0.5 when exporting in integer - [Template] Absolute path is stored in
Templates - [TextureSet] Channel texture persist after
removing the channel
[Tool] Wacom tablet don't work on Linux [Tool] Black artifacts when using the smudge tool [Bakers] Baking fail if Match By Name is used with a cage [Bakers] Ambient Occlusion broken when baking with Normal Map only [Shelf] Generic filters don't handle alpha properly (Contrast/Luminosity, Highpass, etc.) [Viewport] Performance issue when loading a project with shadows enabled [Viewport] Dithering issue in 3D View on MacOS [Viewport] Particle previews incorrectly displayed when color profile is enabled [Iray] Crash when switching project back to OpenGL if Iray failed to initialize [IRay] Glossiness is ignored when rendering SpecGloss shader/mdl [Shader] Spec/Gloss shader doesn't match Iray and SD [Shader] sRGB conversion different from linear to sRGB LUT conversion [Shader] Incorrect rendering when loading project with outdated shaders [Shader] "pbr-coated" shader doesn't work anymore [Export] Some channels are still exported even if not present in the texture set [Layers] Blending mode "normal map inverse detail" doesn't work on grayscale channels [UI] Issue on "Color selection window" with HDPI monitor and display zoom at 150%
Known Issue:
[Mac] Particles can create texture corruption in some cases
Substance Painter 2017.1 has been released! This is the first iteration of our new number-less release cycle. Subsequent releases will be named after the current year rather than a major version number. This means you will find the download under Substance Painter from now on in your accoutn rather than Substance Painter 2.
Changes
[Plugin] New Substance Source plugin (allow to download assets directly in the shelf)
[Shelf] 4 New Fonts (Japanese + Simplified Chinese, Typewriter, Segment)
[Shelf] 230 New Alphas (Mix of patterns, brushes and fingerprint scans)
[Shelf] 50 New Procedurals (Fabric patterns of medieval and contemporary clothing)
[Shelf] 2 New environment maps (Mondarrain and Villa Nova Street)
[Shelf] 9 New filters: MatFx Detail Edge Wear, Clamp, HBAO, Glow, Drop Shadow, Color Correct, Color Balance, Invert, MatFx Shut Line
[Shelf] Updated Bur filter with higher maximum value
[Shelf] Updated default Apha with sharper maximum hardness
[Shelf] Updated MG Light Generator with a gradient option
[Shelf] Updated Baked Lighting filters to work with Specular/Glossiness worfklow
[Shelf] Improved default Panorama environment map
[Shelf] New Arnold 5 export presets
[Scripting] Allow to import resource into the Shelf
[Texture Set] Allow to delete disabled texture sets
[Shelf] Allow multiple users to write inside the same shelf folder
[Scripting] Be able to reload plugins folder
[IRay] Export image dialog improvements
Fixed
Importing files with multiple dots (.) in the filename causes issues
Incorrect project save if filename contains two periods
Saving a project before creating a template returns write permission errors
[Tool] Black artifacts when using the smudge tool
[Bakers] Error messages are not explicit enough
[Import] Crash when loading two files with the same name but different extensions
[Shader] "pbr-coated" is broken
[Shader] Coating Roughness of "pbr-coated" shader has no impact anymore
[Shader] Spec gloss shader doesn't match Iray and SD
Replies
2.3.1
2.3.1 is here! For this release we've been focusing on axing all the GPU realted crashes and issues people were facing with 2.2/2.3, please let us know if any issue remains.Changes:
- [Plugin][Photoshop] Allow to specify which material/stack/channels to export
- [Scripting] Function names had some inconsistencies
Fixes:SP 2.4.0
Fixes:
Know Issue: Default shelf content may not appear if Substance Painter is not launched as Administrator, a fix is on the way.
http://www.youtube.com/watch?v=Sa23w1XRbZ4
Fixed :
A way to save layouts would also work.
See : https://www.allegorithmic.com/products/tech-specs
SP 2.5.0
Substance Painter 2.5 is here! Main new things to look for are Opacity Support for the brushes, Color Management, Text Input Support, Shader improvements, 8k baking and loads of new scripting capabilities. More info on these new features in our blogpost.
And here goes one of the longest changelog in Substance Painter's history!
Changes
Fixed
Known Issues
Can someone please explain what exactly this means:
But I'm a little disappointed that i cant control stroke opacity with pen pressure. Substance Painter is soo close to being a viable option for handpainted textures.
(Will be more detailed in the documentation in a few days)
This bug fix means you can now bake meshes will real work values for the ray distance, instead of using relative scale (which is the case by default).
In an ideal world i would love the option to turn off the "None destructive workflow" and have a better "hand paint experience" :P
[Tool] Add a modifier that allow to continue the last brush stroke
How does this feature work? I need to press a key combo to make it work?
Basically what it means is that you can do a brush stroke on the mesh, and then do an other one while pressing this key. Instead of overlapping the two strokes, they will be combined (as long as the brush parameters are identical). This mean you can paint a surface with the same flow/opacity in multiple times. It's handy if you need to rotate the camera for example.
also i noticed baker doesnt work and causing a crash, also i switch to material tab it crashes.
Unfortunately "match by name" stopped working correctly after the update. Worked fine just days ago. Hope you can fix that fast, since it basically is a blocker for any professional work.
Also, are there plans to add heightmap/displacement baking? You added parallax occlusion mapping to the shader, which needs propper baked heightmaps to look good. Baking only this map in designer is not that convenient.
SP 2.5.1
This release fixes regressions encountered in 2.5.0Fixed:
- [Bakers] Matching by name doesn't work anymore
- [Bakers] "Average Normals" setting doesn't work anymore
- [Iray] Incorrect rendering with missing baked normal map
- [Iray] Color Profiles behave differently in comparison to OpenGL renderer
- [Iray] Exporting render as bitmap doesn't include color profile correction
- [Substance] Material filters don't work anymore
- [Tool] Stroke opacity isn't stored in brush presets
- [Tool] Clone Brush UV Alignment doesn't work anymore
- [Export] Displacement channel should be centered in 0.5 when exporting in integer
- [Template] Absolute path is stored in Templates
- [TextureSet] Channel texture persist after removing the channel
Nice, i thought I was going crazy with this one
SP 2.5.2
Fixed:
[Tool] Wacom tablet don't work on Linux[Tool] Black artifacts when using the smudge tool
[Bakers] Baking fail if Match By Name is used with a cage
[Bakers] Ambient Occlusion broken when baking with Normal Map only
[Shelf] Generic filters don't handle alpha properly (Contrast/Luminosity, Highpass, etc.)
[Viewport] Performance issue when loading a project with shadows enabled
[Viewport] Dithering issue in 3D View on MacOS
[Viewport] Particle previews incorrectly displayed when color profile is enabled
[Iray] Crash when switching project back to OpenGL if Iray failed to initialize
[IRay] Glossiness is ignored when rendering SpecGloss shader/mdl
[Shader] Spec/Gloss shader doesn't match Iray and SD
[Shader] sRGB conversion different from linear to sRGB LUT conversion
[Shader] Incorrect rendering when loading project with outdated shaders
[Shader] "pbr-coated" shader doesn't work anymore
[Export] Some channels are still exported even if not present in the texture set
[Layers] Blending mode "normal map inverse detail" doesn't work on grayscale channels
[UI] Issue on "Color selection window" with HDPI monitor and display zoom at 150%
Known Issue:
[Mac] Particles can create texture corruption in some cases
SP 2.6.0
Substance Painter 2.6 is available! Here is what's on the menu:
New default plugin "Resources Updater" and Resource Management Scripting API
New ability to rename and reassign texture sets
Changes
Fixed
SP 2017.1
Substance Painter 2017.1 has been released! This is the first iteration of our new number-less release cycle. Subsequent releases will be named after the current year rather than a major version number. This means you will find the download under Substance Painter from now on in your accoutn rather than Substance Painter 2.
Changes
Fixed
Known Issue :
[Export] Editing an export preset is very slow