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.
ofc they will Give them some time ! Allegorithmic isn't like Autodesk they actually do really care about their customers' need
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.
ofc they will Give them some time ! Allegorithmic isn't like Autodesk they actually do really care about their customers' need
Sure. I'd like to have it before I die though. When years and years pass, you have to wonder how much of a priority it is or whether it really is damn near impossible to implement.
It's just such a painful thing to be missing from a texturing application. The effect of it seem to run deeper than just UDIM. You can't paint across material zones even on the same UV map. A texture is being exported separately for each material even though it's all on the same UV tile. It's just absolutely bewildering. There's an official video explaining how to merge textures after the fact in Substance Designer... think about that, an official workaround suggesting to merge textures in another application, every single time after you exported from SP. And it's not like assigning multiple materials to one mesh is an alien workflow. The need to create material id maps, having texture sets as an isolated thing rather than just a selection of polygons, that is alien.
Don't get me wrong though. I bought into the Allegorithmic suite despite all that because I love what they're dong. Awesome software at incredible prices and dreamy licensing options.
Hi Guys, I updated my Painter to version 2018.2.1, but when I switch to texture view with F3, I can`t see the texture just a grey square... Help me ! Please
Hi Guys, I updated my Painter to version 2018.2.1, but when I switch to texture view with F3, I can`t see the texture just a grey square... Help me ! Please
Hi Guys, I updated my Painter to version 2018.2.1, but when I switch to texture view with F3, I can`t see the texture just a grey square... Help me ! Please
This is a known issue, hit 'F' and everything should go back to normal.
Hi guys, today I've updated my Painter into 2018.2.2 and noticed some strange behavior with my brush, it keep on resetting to the default black basic soft brush whenever I selecting other layer that's not paint-able (select other paint layer seems retain the brush setting). Is this a new behavior? I didn't noticed I have this issue on previous version though, is this intentional?
Has anyone else had any issues with the cursor/pen snapping to the center of the window in the 2D paint view (UVs)? We've had a couple folks here mention that since updating. Thanks!
1. Create some height detail on your mesh. 2. Export the normal map, reimport and apply it to the mesh 3. Bake AO and Curvature. Expected Result: AO and Curvature bakes have the added normal map detail.
This no longer works for me. Has the workflow been updated and I'm just doing it wrong now or is this possibly another bug?
My workaround was to export the normal, bring it in to SD and use the AO and Curve nodes to make alternate versions, then export AO and Curve bakes from SP and overlay them, then import the result back in SP.
Thanks for the update. I figured this out last night just trying a bunch of stuff, but I wasn't sure if it was the correct workflow now or just a workaround.
Substance Painter Fall 2018 Update is here and with ita huge boost in performance, viewport upgrades, proper 2D view export, new UI helpers, an enhanced symmetry tool and new content.
Hey @Jerc for this point -> [Layer stack] Quick activation and deactivation of multiple layers and effects <- how does it work actually? Also too bad SVT not compatible with gtx970..
Hey @Jerc for this point -> [Layer stack] Quick activation and deactivation of multiple layers and effects <- how does it work actually? Also too bad SVT not compatible with gtx970..
It allows you to click on the on/off button of a layer, then drag down or up to deactivate or activate multiple layers at once.
GlowingPotato The isue you are seeing is the lower mips kicking in at grazing angles with the SVT, we will look into ways to customize how aggressive the system is.
Just a quick question, is the 2018.3.0 the last maintenance update for the 2018 owners? I couldn't confirm it from anywhere. It's still "2018", so I'd assume it is.
Just a quick question, is the 2018.3.0 the last maintenance update for the 2018 owners? I couldn't confirm it from anywhere. It's still "2018", so I'd assume it is.
There is a 2018.3.1 out, and there will still be a 2018.3.2 likely next month.
Just a quick question, is the 2018.3.0 the last maintenance update for the 2018 owners? I couldn't confirm it from anywhere. It's still "2018", so I'd assume it is.
There is a 2018.3.1 out, and there will still be a 2018.3.2 likely next month.
Thanks for the clarification Jerc, the 8-bit dithering is the biggest reason I hoped to have before the SP 2019, since I'm skipping that this time. I'll jump back to your train with Substance Painter 2020 at the end of the next year, I'll definitely keep supporting you guys in future. It's just I still have few other lincenses I have to take care of during next year. But awesome, if there's even one more update on the "old" version.
I just spent an hour revisiting my topology before I realised that this mipping algorithm was causing the artifacts.
This is getting crazy now. This mipping algorithm is a nightmare. I'm obsessing over triangulation issues that aren't even a problem, other than SP's viewport. Is there any patch expected for this issue? Or is there a way to disable mipping? Thanks.
Ran all the bakes through Toolbag3 and there are none of these issues. I've wasted so much time over the last 24 hours that I'll have to rollback to an older version that doesn't have broken baking.
The mips issue should have nothing to do with baking thouhg, only visualization in the viewport. What is the issue exactly? As for fixing the mips, a new update should be coming around mid january and will add anisotropic filtering as well as a mip bias option to force the loading of higher mipmap levels.
Yes, I didn't mean that the mipping was affecting the actual bake, just the visualisation. It creates weird visually 'bumped off the surface' triangles. It is 100% visual, but it is very annoying as I kept thinking there were bad triangulation errors even though I knew the topology was fine. Glad to hear you're exposing the mipping options. Thanks.
@Jerc thanks for adding the mipping settings. That was driving me nuts. It's these constant updates that you guys have always treated us to that's one of the reasons everyone's been so terrified of the recent news. Let's hope that always stays.
I have to say, thank you Allegorithmic for this awesome tool. I'm using SP for almost two years now and it completely changed my quality of work. I really wouldn't know how to even come close to that with any other tool on the market. One thing that would ease my workflow, the AO and Curvature maps that are baked within SP are often a little tideous to extract (i often export them to use in Photoshop). If there is any way i could either just drag and drop it out or if there was a tickbox to have it exported along the other maps into the export folder during the bake, that would make things quicker (for me)
Make yourself an export preset for the maps you want to export, that's the simplest solution.
And with regard to 2019 and later 2018 versions...
Working at 4k on an 8gb 1080/modern 8core xeon box I'm finding that layer masks get corrupted pretty regularly and need to be repainted. It seems to be particularly those created using poly select but has affected painted masks. These aren't heavy projects, just 5-10 materials and a few fill layers. Switching to 2k resolves the problem but that's no good.
Enabling/disabling svt hardware support has no effect
I have to say, thank you Allegorithmic for this awesome tool. I'm using SP for almost two years now and it completely changed my quality of work. I really wouldn't know how to even come close to that with any other tool on the market. One thing that would ease my workflow, the AO and Curvature maps that are baked within SP are often a little tideous to extract (i often export them to use in Photoshop). If there is any way i could either just drag and drop it out or if there was a tickbox to have it exported along the other maps into the export folder during the bake, that would make things quicker (for me)
Replies
It's just such a painful thing to be missing from a texturing application. The effect of it seem to run deeper than just UDIM. You can't paint across material zones even on the same UV map. A texture is being exported separately for each material even though it's all on the same UV tile. It's just absolutely bewildering. There's an official video explaining how to merge textures after the fact in Substance Designer... think about that, an official workaround suggesting to merge textures in another application, every single time after you exported from SP. And it's not like assigning multiple materials to one mesh is an alien workflow. The need to create material id maps, having texture sets as an isolated thing rather than just a selection of polygons, that is alien.
Don't get me wrong though. I bought into the Allegorithmic suite despite all that because I love what they're dong. Awesome software at incredible prices and dreamy licensing options.
I updated my Painter to version 2018.2.1, but when I switch to texture view with F3, I can`t see the texture just a grey square...
Help me ! Please
1. Create some height detail on your mesh.
2. Export the normal map, reimport and apply it to the mesh
3. Bake AO and Curvature.
Expected Result: AO and Curvature bakes have the added normal map detail.
This no longer works for me. Has the workflow been updated and I'm just doing it wrong now or is this possibly another bug?
My workaround was to export the normal, bring it in to SD and use the AO and Curve nodes to make alternate versions, then export AO and Curve bakes from SP and overlay them, then import the result back in SP.
Thanks for the update. I figured this out last night just trying a bunch of stuff, but I wasn't sure if it was the correct workflow now or just a workaround.
SP 2018.2.3
Substance Painter 2018.2.3 fixes a bunch of issues, includding some regressions introduced in the previous release.
Here is a recap of all the fixes and changes since the Summer release:
2018.2.3
Fixed:
- [2D View] Unusable 2D View
- [Crash] Switching from UV projection to tri-planar projection leads to a crash
- [RayCollider] Multiple crashes due to "RayCollider"
- [Tool] Switching layers lose the modified brush properties
- Brush settings are reseted when switching to the eraser
Known Issues:2018.2.2
Added:
- [Content][Shelf] Add a Skin shelf preset
- [Content][shelf] Conversion of 19 skin normals into materials for subsurface scattering
- [Scripting] Create a project template from an open project
- [Scripting] Get/Set export settings of an opened project
- [Updates] Be able to disable the auto update pop-up from settings and environment variable
- [Updates] Have a not display until next version on the maintenance outdated pop-up
Fixed:2018.2.1
Fixed:
SP 2018.3 - Fall Update
Substance Painter Fall 2018 Update is here and with it a huge boost in performance, viewport upgrades, proper 2D view export, new UI helpers, an enhanced symmetry tool and new content.
More details...
Added:
Fixed:
Known Issues:
i dont know if this is fixed? ->
drawing on the 2d is not possible
i dont have seen any infos on "texture sets" am i right? (
Good to see updates anyway
Also too bad SVT not compatible with gtx970..
- [SVT][Engine] Sparse Virtual Textures (SVT)
do?sorry found it
https://support.allegorithmic.com/documentation/spdoc/sparse-virtual-textures-172823866.html
Thread : https://forum.allegorithmic.com/index.php?topic=26457.msg102542#msg102542
https://www.youtube.com/watch?v=N9qKIbhHQaM
https://www.youtube.com/watch?v=gRRb6MkwaII
GlowingPotato The isue you are seeing is the lower mips kicking in at grazing angles with the SVT, we will look into ways to customize how aggressive the system is.
As for fixing the mips, a new update should be coming around mid january and will add anisotropic filtering as well as a mip bias option to force the loading of higher mipmap levels.
SP 2018.3.2
Substance Painter 2018.3.2 fixes a bunch of issues, adds an USDZ export option and more control over the filtering quality in the viewport .
Added:
Fixed:
Known Issues:
SP 2018.3.3
Added:
Fixed:
Known Issues:
SP 2019.1
The release notes are way too long to be posted here, so here is a quick summary :
Head over our detailed release notes for more information : 2019.1 Release Notes
One thing that would ease my workflow, the AO and Curvature maps that are baked within SP are often a little tideous to extract
(i often export them to use in Photoshop).
If there is any way i could either just drag and drop it out or if there was a tickbox to have it exported along the other maps into the export folder during the bake, that would make things quicker (for me)
cheers!
And with regard to 2019 and later 2018 versions...
Working at 4k on an 8gb 1080/modern 8core xeon box I'm finding that layer masks get corrupted pretty regularly and need to be repainted.
It seems to be particularly those created using poly select but has affected painted masks. These aren't heavy projects, just 5-10 materials and a few fill layers. Switching to 2k resolves the problem but that's no good.
Enabling/disabling svt hardware support has no effect
Is anyone else seeing it?