Performance is definitely improved this update — exporting at higher res and switching between channels is a lot faster; perhaps that's just due to the reduction in vram usage. The fix to fill layers repopulating all channels when you clear the only active one is nice too.
Performance is definitely improved this update — exporting at higher res and switching between channels is a lot faster; perhaps that's just due to the reduction in vram usage. The fix to fill layers repopulating all channels when you clear the only active one is nice too.
The design decision behind this current behavior is that we want to ensure that users don't import ressources with the wrong usage by mistake. Since you can't edit the tags and usages of imported resources directly from the shelf of Substance Painter the import window doesn't specify an usage by default. Also common resources can quickly change depending on what you are working on at a given moment.
I agree that improvements could be made on this window, but we have to be careful, or improve functionalities on an other side of the application first.
I followed the details in the documentation provided in the red link of the Troubleshooting message. It runs fine now and the message is gone.
Until now I've noticed Painter spewing out that same message about the TDR being too low and i never really knew what that was about. I suppose the value makes such a big difference performancewise that it pays off even more now to change it to a higher value. I think the TDR value sets the maximum time frame in wich windows doesn't actually think the GPU has crashed when doing bigger calculations.. or something
Just follow the link, it's explained pretty well there!
I followed the details in the documentation provided in the red link of the Troubleshooting message. It runs fine now and the message is gone.
Until now I've noticed Painter spewing out that same message about the TDR being too low and i never really knew what that was about. I suppose the value makes such a big difference performancewise that it pays off even more now to change it to a higher value. I think the TDR value sets the maximum time frame in wich windows doesn't actually think the GPU has crashed when doing bigger calculations.. or something
Just follow the link, it's explained pretty well there!
@wannabe, i looked on the red link as well but they included this. "Editing the registry directly can have serious, unexpected consequences that can prevent the system from starting and may require you to reinstall your operating system. Allegorithmic takes no responsibility for any damage caused to your system by modifying the system registry."
So yeah i dont really want to edit the registry if there is a possibility to damage my OS.
@wannabe, i looked on the red link as well but they included this. "Editing the registry directly can have serious, unexpected consequences that can prevent the system from starting and may require you to reinstall your operating system. Allegorithmic takes no responsibility for any damage caused to your system by modifying the system registry."
So yeah i dont really want to edit the registry if there is a possibility to damage my OS.
Then you can simply check the "don't show this message again".
Note however that 90% of the crashes reported to us are because of the TDR value being too low. This operation is actually quite common for Substance Painter users and as of today nobody complained of damages related to this manipulation. On the contrary, it makes the software much more stable.
The only damage that could happen is if any mistake during its manipulation are done, but our step by step procedure should be clear enough so that it doesn't happen.
@Froyok I will do that, and i will change the TDR values only if i get crashes, so far i never got crashes with SP and sometimes i had big meshes and textures. PS: but why only from this update we have that error showing up on SP startup and never before ? At least for me.
PS: but why only from this update we have that error showing up on SP startup and never before ? At least for me.
Before it was only in the log — or so I'm told, I had not noticed it despite TDR being default. Nor do I get the new message everyone is having, so the detection of TDR I guess isn't 100% accurate. (R9 380 here).
PS: but why only from this update we have that error showing up on SP startup and never before ? At least for me.
Before it was only in the log — or so I'm told, I had not noticed it despite TDR being default. Nor do I get the new message everyone is having, so the detection of TDR I guess isn't 100% accurate. (R9 380 here).
Or is has been disabled by an other application. And yes, before it was only mentioned in the log, but nobody noticed it. Hence the new window now.
If other apps can do it without needing the user to edit the registry and not having high tdr_delay is causing 90% of crashes I'd look into doing that. Especially since people unfamiliar with regedit seem put off by the new scary warning.
If other apps can do it without needing the user to edit the registry and not having high tdr_delay is causing 90% of crashes I'd look into doing that. Especially since people unfamiliar with regedit seem put off by the new scary warning.
Seriously, "merge texture sets" was requested back in 2014. It's 2017...
I appreciate the products, but this is infuriating to me as a customer! Especially as the "last free update" for painter before they all become paid updates. I am NOT paying another update until this feature is settled into painter. I have lost LOTS of production time at work because of having to make minor art-director requested changes to a material/textures and re-export, re-import to photoshop just to re-merge them all into 1 texture set. Sometimes for multiple textures that are used for just 1 asset.
As pissed as I am about this, I really want to know just why "Uservoice" is suggested to target with 3 votes for most requested features to be worked on, and this one is still not done yet?
Seriously, "merge texture sets" was requested back in 2014. It's 2017...
We have adressed this on our forum a while ago here: https://forum.allegorithmic.com/index.php/topic,16732.0.html TLDR: Merging texture sets won't happen in the foreseable future unfortunately because of technical challenges due to the current architecture of Substance painter
It might just be me, but having upgraded to 2017.3 it now doesn't always allow me to update the mesh, which means I have to restart the project again if I made any changes to the mesh Is this a known bug or new feature I don't know about?
This always used to work 100% of the time, but now its less then 25% it`ll allow it.
Thanks for rolling out the hotfix Jerc! Does this fix the 2017.3 problem where calculating tangent space per fragment fails with an error message about not finding UVs in the hi res source model?
You asked earlier for a proper explanation of how the brush should perform and I was starting to use substance for hand painted textures after seeing the original announcement some time ago but the implementation is not what i expected. And after googling a bit i came here...been a while since i logged in XD.
At the moment the brush in substance is constantly stacking regardless of pressure meaning the stroke gets denser in the same stroke just by overlaying the stroke with it self.
In photoshop a single stroke does not stack if the pressure is not higher than the current stroke. I demonstrate this in the gif above, the first blob is a single stroke with increasing opacity, the second line is repeated strokes building density using the same brush. Photoshop calls this "Opacity", clip studio calls this "Blend with Darken".
This behavior feels like it mimics paint and makes building up values much more controllable. The current "opacity" behavior only favors maintaining a certain opacity across multiple strokes, not the more painting effect people who want to do hand painted textures are looking for.
Hopefully this makes sense. I really like this program and would love to be able to properly paint textures in it.
Below is how the substance brush currently works which is frustrating when trying to control values.
This is done in photoshop by setting the pressure only to flow and not opacity.
When was the procedural text removed? I can only find locked fonts (as in cant choose a TTF) in 2017.4.1
EDIT: My mistake, I didn't realize the font tool was limited to your font creator. Can you all share the substance designer node setup you used to make the editable fonts? As so we can then add our own out from Designer.
Creating a font graph is pretty simple, use a text node and plug it to an output node. Expose the text and size fields and publish the substance, done.
I saw a couple threads mentioning the ability to refresh a smart material/designer substance in Painter - and its upcoming implementation. I've got a ton of substances being used on multiple UDIM layers in Painter, so an instant refresh for changes made in designer would be glorious. Just wanted to check if I missed it or perhaps if it's still planned?
Thanks!
EDIT: All hail the resource updater plugin. It's the little refresh button on the top shelf for anyone else looking!
I already posted this on the Allegorithmic forum, but maybe a Polycounter has the answer. (Its also possibly related to Tetranome's above question). I've created a smart material for my team, and checked it into perforce. As the project has progressed, I've needed to update this material and iterate on it regularly. However, it seems that I can only save those changes to a NEW smart material, rather than updating an existing material. What this means, is that I'd have to mark for delete (in perforce) the old SM, then copy in the new one with the same name, and mark for add(perforce). This means I lose my version history/control which is not good.
I haven't tried this myself but what happen if you just checkout the file in perforce then save overwrite/ copy paste the new version of the smart material into the old one without needed to mark for delete? and in Painter just update your resource through the Resource Updater?
*I do noticed that you can't save smart material onto itself from within Painter, it's just create a new preset. Probably you can delete the old SM without needed to check in the changes to the perforce and rename the duplicated one into the correct name. If I'm not mistaken perforce will just simply recognize the new file as an updated version of the old one because as far as the server knows the old file (with all it's history) still available in the server and you have a newer version of that same file in your local.
Just my opinion though, might not work on your case cus I haven't work with smart material library based on perforce before
I haven't tried this myself but what happen if you just checkout the file in perforce then save overwrite/ copy paste the new version of the smart material into the old one without needed to mark for delete? and in Painter just update your resource through the Resource Updater?
Should work, it works with SVN and there's nothing that can do that perforce doesn't do better
I keep a shelf separate from the user default for each of the projects our company is working on so usually I create/modify them in my local shelf and then overwrite the shared project shelf asset. Saves twatting around with renaming/deleting files etc..
A new update for Substance Painter is now available! The main highlights of this new build are improved baking speed, revamped save system, Chinese translation and the ability to switch off the new padding method.
If you encounter issues saving your project, refer to the documentation.
Added:
Summary: Improved Baking Speed, Improved Save System, Updated Sliders, Updated Plugin API, Chinese Translation, Improved Padding now Optional
[Bakers] Performance improvement with new baker version
Force display dialog with incompatible GPU
[Save] Expose new compact project functionality (full/compact save mode)
[Save] Inform user in case of saving error
[Clean] Next save in full/compact mode
[Sliders] Improvement of the precision of the color/grayscale bars and sliders
[Sliders] Addition of Up/Down arrow controls
[Sliders] Same detection zone for color and grayscale bar sliders
[Plugin] Autosave always in incremental mode
[Plugin] Option to switch plugins to new interface style
[Language] Add Chinese translation
[Padding] Option to switch between UV and 3D space neighbor padding per Texture Set in Texture Set Settings
[Script] Expose save mode: full/compact or incremental
[Script] Update scripting/QML documentation
[Log] Indicate save mode in log (full/compact or incremental)
Fixed:
[Tool] Channel slot transforms into a material slot on single-channel fills
Crash when loading a mesh (FBX) with some faces not assigned by a material
Crash in Iray with NVIDIA GRID 5.2 on virtual machine
Crash when undoing a material preset deletion
Crash when loading some projects
[Command line] New command line for UDIMs meshes split-by-udim
[Toolbar] Shrinking of the toolbar
[Instancing] Cannot instantiate bitmaps across multiple texture sets
[Viewport] Refresh is not complete when painting on mesh with tiled UVs
[Iray] Normal Map is applied twice for dielectrics
[Shelf] Typos in some Substance parameters (alphas, procedurals and matfx)
[Shelf] Typo for the bitmap "Authorized Personnel Only"
[Script] Function alg.shaders.materials() does not work anymore
I noticed a bug with substance painter(it happend only once, so not sure), that if you are running out of disk space and try to save a document SP wont tell you that it can't save, it will just save a corrupted project and call it a day. once again I might be wrong but do look into that if you can.
I just updated to 2018.1.3. I've noticed huge lag times when trying to export a texture. (for example, exporting out a simple 2048 diffuse texture can take up to 5 -10 mins). I've also had problem switching between materials, the lag times are unbearable. I wasn't having these problems before the update. Any ideas?
Edit:
I'm running: NVIDIA GeForce GTX 1070. I just updated to the latest drivers.
@jerc Hey mate, just wondered if there's any plans to port the 'skew fix' feature from SD over to Painter? I've been using Painter exclusively to bake now for the last 2 years, with the noticeable exception of having to move some bakes to Toolbag 3 because of skewing. This is a bit of a workflow disruption and a pain in the arse and what should be an unnecessary step. A 'skew paint' masking feature should surely have been a feature of SP by this stage.
The team has been hard at work for the past 4 months to deliver a Summer release jammed packed with new features and improvements. From hobbyists and indies to high end visual effects studios, there is something for everybody in Substance Painter 2018.2.
any news about UDIM support to paint multiple tiles in one go..?
I've just about given up on that to be honest. They've been stringing us along for years on this, I'm beginning to think it won't/can't happen because of the application's architecture or something. Always the same answer, it's a huge job and we wanna do it right etc.
Happy to be proven wrong but that's the vibe I get.
We know it's been a while and it's as frustrating for us as it is for you guys. A lot of progress is being made behind the scene. Actually, if you load a UDIM mesh in Painter today and don't check the "create one texture set per UDIM tile" option, you'll see that the UV view is very different than it usually is and that UDIM tiles are properly displayed there even if still not functional in the public release.
We can't wait to be able to let everyone play with it and hopefully we prove you wrong sooner than later
Replies
SP 2017.3
Substance Painter 2017.3 is here! It introduces 2 new export options, a long awaited auto-backup feature, UI improvements and a new Gradient tool..
More details...
Changes:
Fixed :
Shameless plug for something I'd like to see change: https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/31670023-import-resources-default-values (I know you can shift-click to change multiple at once, but still...)
I agree that improvements could be made on this window, but we have to be careful, or improve functionalities on an other side of the application first.
Some of my specs.
GTX 1080
i7 4770
32GB ram
As i saied it never happened before, only from this update. Should i worry ?
my specs
GTX 1070
i5 - 7600K
32GB ram
Until now I've noticed Painter spewing out that same message about the TDR being too low and i never really knew what that was about.
I suppose the value makes such a big difference performancewise that it pays off even more now to change it to a higher value.
I think the TDR value sets the maximum time frame in wich windows doesn't actually think the GPU has crashed when doing bigger calculations.. or something
Just follow the link, it's explained pretty well there!
So yeah i dont really want to edit the registry if there is a possibility to damage my OS.
Note however that 90% of the crashes reported to us are because of the TDR value being too low. This operation is actually quite common for Substance Painter users and as of today nobody complained of damages related to this manipulation. On the contrary, it makes the software much more stable.
The only damage that could happen is if any mistake during its manipulation are done, but our step by step procedure should be clear enough so that it doesn't happen.
I will do that, and i will change the TDR values only if i get crashes, so far i never got crashes with SP and sometimes i had big meshes and textures.
PS: but why only from this update we have that error showing up on SP startup and never before ? At least for me.
And yes, before it was only mentioned in the log, but nobody noticed it. Hence the new window now.
https://www.youtube.com/watch?v=HMP2xpGHimY
I appreciate the products, but this is infuriating to me as a customer! Especially as the "last free update" for painter before they all become paid updates. I am NOT paying another update until this feature is settled into painter. I have lost LOTS of production time at work because of having to make minor art-director requested changes to a material/textures and re-export, re-import to photoshop just to re-merge them all into 1 texture set. Sometimes for multiple textures that are used for just 1 asset.
As pissed as I am about this, I really want to know just why "Uservoice" is suggested to target with 3 votes for most requested features to be worked on, and this one is still not done yet?
"It would be really helpful to be able to add an image into a fill layer and then convert that into a paint layer.
For cleaning up AO as an example, doing this and then using smudge to neaten up issues would be really nifty." - https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/13635558-convert-fill-layer-to-paint-layer
This is necessary for my company as we would like to move to Substance Painter. Right now we're editing diffuse in Mudbox using clone stamp.
TLDR: Merging texture sets won't happen in the foreseable future unfortunately because of technical challenges due to the current architecture of Substance painter
This always used to work 100% of the time, but now its less then 25% it`ll allow it.
It will be fixed in an hotfix very soon.
SP 2017.3.1
Substance Painter 2017.3.1 hot-fix release is now available!
Multiple crahses and regression introduced with 2017.3 should now be fixed.
Changes:
Fixes :
You asked earlier for a proper explanation of how the brush should perform and I was starting to use substance for hand painted textures after seeing the original announcement some time ago but the implementation is not what i expected. And after googling a bit i came here...been a while since i logged in XD.
At the moment the brush in substance is constantly stacking regardless of pressure meaning the stroke gets denser in the same stroke just by overlaying the stroke with it self.
In photoshop a single stroke does not stack if the pressure is not higher than the current stroke. I demonstrate this in the gif above, the first blob is a single stroke with increasing opacity, the second line is repeated strokes building density using the same brush. Photoshop calls this "Opacity", clip studio calls this "Blend with Darken".
This behavior feels like it mimics paint and makes building up values much more controllable. The current "opacity" behavior only favors maintaining a certain opacity across multiple strokes, not the more painting effect people who want to do hand painted textures are looking for.
Hopefully this makes sense. I really like this program and would love to be able to properly paint textures in it.
Below is how the substance brush currently works which is frustrating when trying to control values.
This is done in photoshop by setting the pressure only to flow and not opacity.
SP 2017.4
Substance Painter 2017.4 release notes.Added :
[Instancing] Allow to instantiate parameters across layers
[Instancing] Allow to jump between a source layer and an instance
[Instancing] Add a "instantiate across texture sets" action
[Instancing] Indicate in the layer stack re-entrant instances (cycles)
[Instancing] Delete instances when a source is removed
[Instancing] Don't allow Anchor's references from outside an instanced folder
[UI] Move the Undo Stack into its own window named "History"
[Plugin] Integrate DCC live-link plugin
[Engine] Improve painting performances with Sparse painting
[Export] Add draft and re-export options to Sketchfab exporter
[Shelf] Add "flip" control for Font substances
[Shelf] Add 20 new procedurals materials
[Shelf] Add 40 new grunges maps (bitmap based and procedural)
[Viewport] Enable brush preview collisions on other visible texture sets
Update AMD GPU drivers minimum requirements
Fixed :
Crash When computing Substances at too big resolutions
Crash when painting heavily with particles
[Viewport] Incorrect specular reflection in the 2D view with specific meshes
[UI] Some unwanted actions appear into the History window
Known issues :
[Layers] Some anchor's references cannot be restored if broken
Crash when using redo after an undo of a Shader change in Viewer Settings
SP 2017.4.1
Substance Painter 2017.4.1 hot fix release notes.
Important: Several common crashes experienced by AMD Radeon users can be fixed by updating the Radeon driver to the latest Adrenalin release from AMD.
Added :
[Scripting] Export mesh through the scripting API
[Import] Disable import of unsupported mesh file format (allow only obj, fbx, dae, ply)
[Log] Indicate more precisely the TDR issue in the log file
Fixed :
Crash if application is closed before resources crawling has finished
Crash when opening projects with Smudge/Clone tool
Crash when using redo after an undo of a Shader change in Viewer Settings
[Engine] Texturing differs between Painter 2017.2 and 2017.4
[Viewport] Picking on an ID map from an instance samples the wrong color
[Export] Crash when exporting an invalid normal or occlusion texture
[Export] PSD files have their groups locked when opened in Photoshop CS6
[Plugin] Photoshop plugin ignores channel selection and always export everything
[Layers] Anchors break when copy/pasted across Texture Sets
[Layers] Some anchor's references cannot be restored if broken
[Shader] pbr-coated secondary roughness parameter is broken
[Steam] Version checker pop-up shouldn't be visible at launch
EDIT: My mistake, I didn't realize the font tool was limited to your font creator. Can you all share the substance designer node setup you used to make the editable fonts? As so we can then add our own out from Designer.
SP 2017.4.2
Added:
Fixed:
I saw a couple threads mentioning the ability to refresh a smart material/designer substance in Painter - and its upcoming implementation. I've got a ton of substances being used on multiple UDIM layers in Painter, so an instant refresh for changes made in designer would be glorious. Just wanted to check if I missed it or perhaps if it's still planned?
Thanks!
EDIT: All hail the resource updater plugin. It's the little refresh button on the top shelf for anyone else looking!
I already posted this on the Allegorithmic forum, but maybe a Polycounter has the answer.
(Its also possibly related to Tetranome's above question).
I've created a smart material for my team, and checked it into perforce. As the project has progressed, I've needed to update this material and iterate on it regularly. However, it seems that I can only save those changes to a NEW smart material, rather than updating an existing material. What this means, is that I'd have to mark for delete (in perforce) the old SM, then copy in the new one with the same name, and mark for add(perforce). This means I lose my version history/control which is not good.
Any help?
PS: I'm on 2017.4.2, Windows 10
*I do noticed that you can't save smart material onto itself from within Painter, it's just create a new preset. Probably you can delete the old SM without needed to check in the changes to the perforce and rename the duplicated one into the correct name. If I'm not mistaken perforce will just simply recognize the new file as an updated version of the old one because as far as the server knows the old file (with all it's history) still available in the server and you have a newer version of that same file in your local.
Just my opinion though, might not work on your case cus I haven't work with smart material library based on perforce before
SP 2018.1 - Spring Update
Substance Painter Spring 2018 Update is here! A brand new style, new user experience, performance improvements and better painting among other things!
More details...
Added:
Fixed:
Known Issues:
I keep a shelf separate from the user default for each of the projects our company is working on so usually I create/modify them in my local shelf and then overwrite the shared project shelf asset. Saves twatting around with renaming/deleting files etc..
SP 2018.1.1
Fixed:
SP 2018.1.2
A new update for Substance Painter is now available!
The main highlights of this new build are improved baking speed, revamped save system, Chinese translation and the ability to switch off the new padding method.
If you encounter issues saving your project, refer to the documentation.
Fixed:
Known Issues:
SP 2018.1.3
A new minor hotfix release for Substance Painter is now available!
Added:
· [Preferences] Propose to save project when Painter restarts
Fixed:
· [Plugin] Search in Substance Source plugin does not work
· [Smart Materials] Importing Smart Materials leads to a crash in some cases
· [Smart Materials] Deleting Smart Materials leads to a crash in some cases
· [Save] Saving leads to a crash in some rare cases
· [Shelf] Invert setting does not work on Cells 2 and Cells 3
· [Shelf] Typos in some Alphas
· [Shelf] Some substance materials do not render properly
Known Issues:
· Computation freeze on AMD VEGA GPUs
SP 2018.2
The team has been hard at work for the past 4 months to deliver a Summer release jammed packed with new features and improvements. From hobbyists and indies to high end visual effects studios, there is something for everybody in Substance Painter 2018.2.
Added/Changed
Fixed
Known Issues
Happy to be proven wrong but that's the vibe I get.
A lot of progress is being made behind the scene. Actually, if you load a UDIM mesh in Painter today and don't check the "create one texture set per UDIM tile" option, you'll see that the UV view is very different than it usually is and that UDIM tiles are properly displayed there even if still not functional in the public release.
We can't wait to be able to let everyone play with it and hopefully we prove you wrong sooner than later