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Substance painter with UDIM works super slow , it's hard to work with it

New Here ,
Sep 15, 2024 Sep 15, 2024

hi,

I have one texture set  5 UDIM  4k Res, substance has been super slow, i had to re-create my project and merge my layers , now new project is also very slow even though it has way less layers,

 Turning a layer on and off take 30 second, painting a brush takes 30 second to respond.

*i don't have custome materials 

*No warning or error in my log

*I have latest drivers

*GPU:RTX 4090

*CPU:Ryzen 9 7950X 16 core

*Ram 64GB

*NVME disk

Ideally, i need to work in 4k.

Bug Unresolved
TOPICS
Bugs & Crashes , Discussion
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3 Comments
Adobe Employee ,
Sep 16, 2024 Sep 16, 2024

Hi, 

We’re aware of the performance challenges when working with 4K UDIMs, but what you're experiencing seems particularly unusual, especially given your system configuration. For context, I’ve worked on a personal project with 27 UV tiles in 4K on a rig that’s less powerful than yours, without encountering such issues. It’s possible that the problem lies in the way the project is structured.

To help identify and resolve the issue, here are a few questions along with some tips for optimizing your project in Painter:

  • Are you using a lot of baked maps, and are they high-resolution?
  • Do you have many generators or filters applied?
  • For optimization, I recommend isolating specific tiles using geometry masks to contain effects to relevant areas.
  • Consider reducing the number of active channels and deactivating any unnecessary channels on each layer.
  • Keep in mind that the layer stack is built from the bottom up, so deactivating a layer in the middle or lower parts of the stack will trigger a full recomputation of all subsequent layers.
  • Are you using a large number of brushstrokes or smudging effects? These can also affect performance.

If possible, sharing your project file with us might help in identifying further optimization opportunities. However, I understand if this isn’t possible due to NDA restrictions.

Best regards,
Geoffroy SC

 

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New Here ,
Sep 16, 2024 Sep 16, 2024
Thanks for getting back to me,

As i mentioned i had to merge all my layers and recreated the SP file
hoping to improve performance , also i used a different GPU RTX 4080 and
current one RTX 4090.

27*4k UDIM in substance painters? Was it 27 texture sets?

Currently I have 7*4k baked maps (also I tried 7*2k baked maps) .
Right now I have roughly 30 layers , most of them have masks, some are
turned off. a few of them have filters, levels, and paint. nothing out of
the ordinary.

For context, I have been using a substance painter for 6 years now, I'd say
I haven't experienced such poor performance before, the only difference
about this model is it's one texture set, it has a higher poly count 4.6
million Triangle. I have seen people using higher poly count smoothly , so
I am not sure why mine is slow.
I have also removed unused source files .

I wish there was a merge layer option to reduce the number of layers as
much as possible


Thanks.


I will look into see if i can share file
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Adobe Employee ,
Sep 18, 2024 Sep 18, 2024
LATEST

Hi, 

Would you mind sharing a log? 

It's rather interesting that your having issues with a specific mesh. Would you mind sharing your mesh if not your Painter project?
Yes my project is 27 UDIMs with a rather complex layerstack. 

Most of the time I'm not working in 4k on the whole model but just the part where I need to be precise with my texturing. I use the geometry mask for isolating the part that I want to texture (this is were a good UV unwrap saves a lot of time !). 
The other thing is the number of active channels : only the strict minimum for what I'm working on. And overall reducing the number of channels in your project is a good idea: when working on an organic project you might not need the metallic and the normal map. 

At export or for render you can spend a bit more time waiting for Painter to calculate the whole project.

 

Geometry mask and a limited amount of channels are a good bet to improve your overall experience.

GeoffroySC_1-1726652536294.png

 

Here I'm working on only one UV tile that I isolated, this will allow me to work with the performance of a single asset, however beware of any anchors or complex process that might come from the bottom of the stack. 

GeoffroySC_2-1726652994877.png


The Painter team is very aware of the performance problems and we will improve them step by step. If you can share any project that you have, we might be able to evaluate what sort of bottle necks there is and find relevant solutions. 
We are also aware of the demand of merging layers. We want to do something that makes a real impact on performances.

 

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