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Participant
July 20, 2023

Painter incredibly slow

  • July 20, 2023
  • 5 replies
  • 1830 views

I've done some looking around on this issue and so far nothing has worked. I'm relatively new to Substance so I may be doing something incorrectly in my workflow. Here are my specs:

 

Substance version: 9.0.0

CPU: AMD Threadripper 1920X 12-Core (also have the issue on an i9-9900K)

Graphics card: RTX 2080 Super (also have the issue on an RTX 3090)

RAM: 64 GB

 

The issue: incredibly slow performance. Toggling the visibility of layers takes several minutes. Paint strokes are the same way. I'm working at 2k resolution. The workflow I've been doing is decimating my character model out of ZBrush and working directly on the decimated mesh in Substance. Typically these meshes are around 3 million polys. According to Adobe's website, Substance should be able to handle 10 million polys. I've worked on multiple projects this way and it seems like only lately I've had extreme slowness. And since Adobe, for some goofy reason, doesn't allow files to be opened in older versions of Substance, I'm stuck with this one. I've tried emptying the cache, toggling hardware support acceleration, and toggling off layers that I don't need.

 

Any help is appreciated!

 

5 replies

Participant
July 27, 2023

No, just using fill layers and paint layers. Unfortunately it's an NDA project so I can't send it. I switched to 512 textures and that made the problem a little more workable. It does just seem to be this file that I've had the issue on so I can live with it. Thank you for your response.

Cyril Dellenbach
Community Manager
Community Manager
July 24, 2023

Are you using a custom brush or a custom asset? If not, I'd like to take a look at your project, so I can maybe identify where the issue comes from. You can send it to me at cdellenbach@adobe.com

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participant
July 21, 2023

Thanks for the reply. Some updates:

 

I tried bringing in a 500k version of the mesh and reapplied my original layers as a smart material. No change. I also tried "remove unused resources" and that didn't work either.

 

I did find out that exporting textures is the nail in the coffin for performance. I started a fresh version of my file with no layers and started painting. Everything was smooth for awhile, but it did get laggier the longer I worked. But once I exported the textures, the problem came back: any change took several minutes to apply. My model has 8 UDIMs and I'm only exporting 4k base color textures from one texture set. I have 5 texture sets total, but I'm only working on one of them.

Cyril Dellenbach
Community Manager
Community Manager
July 21, 2023

Hi @stephaniebellgardt,

 

Thanks for the question, this is an interesting topic.

 

Obviously, a project with many millions of polygons will have a greater impact on the performances than a project with only a few thousand, and I personally wouldn't recommend to come close to 10 millions for most of the machines. 
The number of Texture sets will also impact the performances, and as you told me the issue occurs after awhile, you could try File > Remove unused resources... then save to apply.
You'll find a lot of tips and tricks concerning performances on this page that you probably already have seen. 

 

My advice would be to try reimporting the mesh with lower polygon density and see if the project runs smoother. If so, we can fairly say the issue comes from the polycount.

 

With that being said, we know the performance is an important subject for most (all?) of the users, and this is something that frequently comes up in our discussions.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participant
July 20, 2023

I should add that for this project, the issue did not start happening until after working on it awhile. I managed to paint the whole character and was planning on doing different iterations of it, and now it's gotten so slow that I can't do anything. I read somewhere that Substance can slow down once you build up too many paint strokes, but...this seems like a very fundamental flaw for a painting program and so I didn't know if that was really the issue.