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I would like to know what's the current status on 16K/32K textures support, both for work in software & file export across all Substance 3D software, including Painter, Designer, Sampler & Stager?
I'm also curious about why in the past Substance is always lacking behind on 8K/16K/32K supports? Is it just because Substance software are utilizing real-time rendering and thus there is hardware limitation? How does film/VFX industry who also use Substance software to cope with these limitations? I guess UDIM? But that doesn't explain the hardware limitation part.
Typically 8k is the maximum you want to go with. Generating a Substance graph at a higher resolution is p[ossible using the CPU engine but extremely slow. For very high end assets in ht eVFX indutry, you would typically split your textures in 4k or 8k UDIMs for efficiency.
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Typically 8k is the maximum you want to go with. Generating a Substance graph at a higher resolution is p[ossible using the CPU engine but extremely slow. For very high end assets in ht eVFX indutry, you would typically split your textures in 4k or 8k UDIMs for efficiency.
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I see, thank you @Jeremie Noguer.
So, if I'm using UDIM textures with a couple of 8K maps in Designer or Painter, do they offer bulk painting/processing on all of the UDIM maps at the same time? If they do, what's the performance differenc bwteen equal total pixel texture ex. eight 8K vs two 16K maps? I thought UDIM usually comes with larger amount of maps and that will still make Substance software very slow?
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Painter will allow you to work on many udims at the same time at 4k, you can then export at 8k and Painter will generate the additional detail during the export process.
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I have a similar question, I want export some planet texture maps. Why if I set output export to 32K then output generated texture are always only 16K?
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Yet info my GPU is nvidia RTX 3060, 12GB