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January 13, 2024

Substance painter constantly crashing at baking attempt

  • January 13, 2024
  • 1 reply
  • 698 views

Good day everyone!

 

I'm a bit dissapointed, since I have to realize that we, SP users have to face great issues at baking specially due to 3D scan objects. 

 The issue:

- high poly mesh: 60 mill tri (clean mesh)

- low poly mesh 2mill tri (clean mesh)

- 9 UDIM (lets be honest, not a high number)

- normal bake goes true, but from AO the line dies. As soon as I try to bake anything but normal it crahes.

 

I'm quite losing the point of using SP if I can not manipulate in a procedural way my textures by using the baked out maps.

 

High to low is baked based on naming convention (_high _low) Since (side note) SP bakeer has some issues due to position attribute if I let it work based on relative to bounding box - also a big question mark, but at least it can be handled.

 

My pc spec: ryzen 5950x, 128 Gb RAM, RTX 3060 Ti (I know that is my WS's weak spot, but 9 udim and the mentioned meshes should not build a cap for this gpu)

All drivers fresh (nvidia studio) SP is also updatet to the latest version (7.4)

1 reply

Cyril Dellenbach
Community Manager
Community Manager
January 15, 2024

Hi @Balazs Gyurics,

 

Thanks for the message.

 

There's no Hard Limit to the polycount of your meshes, it mostly depends on the Hardware. That being said, your configuration seems able to bake those mesh smoothly (it could be due to the VRAM, but hard to tell without more info)

 

Therefore, I'd first disable the RayTracing (Edit > Settings > Baking options > Enable GPU Raytracing) considering it could be an error between AMD and RayTracing. If this doesn't work, I advise you to send a crash report (the pop-up window after a crash) with your e-mail (to contact you back), so we can investigate with a lot more info.

 

Regards,

Cyril Dellenbach (Micro) | QA Support Artist | Adobe