Hi, I am having an issue where Substance Painter 3D will freeze when launching on my tablet (working as a second monitor as well). It gets stuck on a white screen that looks like the following:
Then I must close Substance Painter, uninstall and reinstall, or disconnect and reconnect my tablet to get it working again. I'm beginning to get annoyed with the tedium. I am running on Windows 11 and using a XP-Pen Pro 22E tablet for the second monitor. I do not have this problem on my personal station that operates off of windows 10 and an older Cintiq 22 as the second monitor.
I have tried updating every single driver and trying every older version of substance painter available. I am not sure what else is left to do. If there is a solution to this problem, I'd be happy to hear it!
I have the same problem with the PenDisplay Tablet and Substance 3D Painter. I use a Huion Pen Display tablet more precisely a Huion Kamvas Pro 22 "V. 2019. Every time I move 3d Painter on the Huion screen, 3D Painter freezes after a few seconds and I can't work. The only way to unlock it is delete the settings from regedit and restart it in default mode on the main monitor. This problem only happens with 3d Painter I have tried other software of both painting 2d and 3d and they work without problem. I have also updated everything both softwares and drivers. If anyone can help me I would be very grateful to him.
Thanks in advance
Here got the same Issue, that is pretty persistent. I'm working on window 11 with XP pen Artist 24, I tried with my Cintiq 24 pro from work and it is the same problem (so not XP pen's). Opening Substance Painter on a second Monitor Fails to launch (Freeze immediately), If launched on 1st monitor it simply cannot be moved to the other one.
I managed to temporary fixing it by changing the High DPI properties to "Override" "System" instead of "System (Enhanced)". Then it stopped working again. So I managed to make it work by switching to Compatibility mode window 8. It does launch but now my tablet is not working properly, I have zero pressure control and cannot right click with my pen, so not useful.
Hi substance was working fine for me... I got a cintiq and it worked for a while. then I got this bug. It launches if I disconnect all secondary screens. Pls help this slows my workflow so much. I cannot find Nahimic service at all.. wonder what it is but its not on my services list
I have a network attached storage that is mapped to a drive letter on Windows 10. I have been using substance painter student version off this network drive for a year without issue. I have just purchasd Substance Painter 2023 (currently version 9.0.0) and I am no longer able to access my mapped drive. It simply does not appear in the explorer window when creating a new.
Comparing side-by-side with a regular windows explorer window, the mapped drive appears and is accessible without issue, whereas the Substance Painter File>New explorer window has everything except the mapped drive.
I was able to solve this by reformatting my windows C drive. It looks like the problem was OS side. From what I gather, it was a permissions issue, though none of my attempts to change ownership/permissions of the Substance Painter program or network drive access fixed it. Something broke somewhere and a Fresh windows install fixed it.
Hi @Cyril Dellenbach I sent the log via DM to you as it is large.
I purchased substance painter 9.0.0 through Steam and my only other version was the student license which has expired. I have no previous versions to test.
I can confirm that the student version, when the license was not expired, was running on this networked drive without issue. I'm not sure exactly the version number and I have since uninstalled it during my migration to the steam one.
It Predominately happens when I save or change the texture resolution. Usually it will just blank my screen and sound and go to the boot screen with my RGB lights still on. Shortly afterwards, altough once, with 32gb installed it went to the BSOD giving me the error code:
The Model itself lays at around 100k polygons with 2 UDIM's, at 128 and 4096 resolution (also happens in 2k) The file lays at around 5gigs as i got resources loaded into it and oddly enough, substance painter will barely use any system recourses, sometimes it uses 12-24% of my gpu but mostly it sits and barely anything, same with CPU which lays at 0.1-5% usually, according to the Task manager.
Everything worked fine for me until the moment I upgraded the drivers on the gtx1050ti, since then everything started to hang brutally, give out a blue screen, etc. I gave the laptop for repair, asked to service the cooling, at the same time upgraded the RAM and ssd, doubled everything. Now I put the substens on the updated laptop and as a result, on the first start, hello blue screen, on the second start, everything hung tightly and hung for about 5 minutes, until I forcibly cut down the computer.
I found that after using for a while (20 min) Substance Designer, the whole screen (not only the program) starts having artefacts. In those moments, the GPU is at 65 C, and if I wait until it gets cold again, usually these artefacts disappear, if I keep working, it freezes. But for any amount of decent workload (use substance painter), the computer freezes instantaneously.
I noticed that in the Substance Painter configuration I can't enable "Hardware Support Acceleration", which is a very important characteristic to enable sparse virtual textures (something that substance use to work faster), which is also odd because it's compatible with:
My name is Lars Bouaraba, I was born in Marburg, Germany, and I'm 23 years old. I graduated from SAE Leipzig this year with a bachelor's in 3D Game Art and Animation on the topic of semi surface aware real-time materials inside of UE4.
I started creating game art when I was around 10 years old, beginning with painting zombies by hand, scanning them, and then using them as sprites in simple engines like GameMaker. I remember that I spent what felt like forever doing this by hand, but the results fascinated me.
After finishing school I decided to publish some environments on the Unity Asset Store, and the reception was so good that I decided to study game art and subsequently make my passion into my profession.
I was always intrigued by the way Substance Designer lets you combine simple commands to create complex materials. I don't remember exactly when I discovered Allegorithmic's tools, but I bought Substance Painter Indie in late 2015 and I remember using Substance Designer before that.
What really got me into using Substance Designer extensively was the realization that it would allow me to work completely free from photo references. No long searches for the perfect patch of grass or being questioned by a passerby why you are photographing a boring wall.
I was reading George Orwell's 1984 which inspired me to create something akin to an old British building. I also saw an older Substance Designer project from Enrico Tammeknd, whose work I've been admiring for quite a long time now, named Substance Designer - Spanish Building Wall.
I put the two together and set forth to create an old British building facade in Substance Designer. After looking for some photo references to define the style of the architecture I stumbled upon the old Writers' Building in Kolkata which this substance is loosely inspired by.
I believe it's always important to constantly try and learn new methods and workflows to improve your own efficiency. This project was no different in that regard and I learned a couple of cool new tricks for Substance Designer, but more on that later.
The very first thing I decide for every Substance Designer project is what size will be represented by the material at the end of the day. Since buildings from that era often have a very high ceiling and I wanted to include two stories, I decided the substance should represent an area of 8x8 meters. 4 meters for each story.
I started with a simple brick wall made out of 40 by 120 bricks. This comes down to a size of 20x6.6cm per brick which is roughly the size of a regular brick. Keeping these details in scale with their real-life counterparts will help to sell the material later on and give it that extra bit of realism. I simply used the Brick Generator node for this with a bevel of 0.12 in both directions and no gap. I then combined the brick texture with a Cloud 2 node into a Slope Blur node and set the intensity to something very low like 0.1, while keeping the samples at max. This will give the bricks a little bit of edgewear. You can always change things like the size of the Cloud nodes or the intensity of the Slope Blur to heighten or lessen this effect.
I always use the Flood Fill node extensively in my projects. However, you need to keep in mind that this node is very computationally intensive, so if you want to use your substances as .sbsar files in your project I would try to avoid this node as much as possible.
In this case, I used the Flood Fill node to calculate a random angle and height for the bricks to break up the repetition of the surface. After that, I use the Flood Fill node to create a random color for every brick. The Random Color node then gets fed into a Vector Warp Grayscale node together with a grunge texture which then, in turn, gets multiplied onto the bricks. This gives the bricks a more realistic surface.
For the flat but elevated elements of the building facade, I simply used a Linear Gradient fed into a Histogram Scan node to determine the width of the elevated strip. Since I knew the wall was 8x8 meters I could easily calculate that I had to set the position of the Histogram Scan node to 0.05 if I wanted the strip to be 40cm or exactly two bricks wide.
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