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Since updating to Adobe's version of Substance Painter, I've been seeing the error message of "Fail to decode bitmap" followed by the name texture. Mostly of which are my AO maps baked by Substance.
I've tried rebaking the AO mas and still receive the same errors.
My resources are up-to-date and I ran a cleaning session about a wek ago in hopes of fixing the issue.
Any thoughts?
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Hello,
Same here, using version 7.4 on Windows.
This happened when importing this EXR texture: https://github.com/colour-science/colour-nuke/blob/master/colour_nuke/resources/images/ColorChecker2... in the shelf.
Got the exact same error.
Cheers.
Liam.
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Hi
if you project is not UDIM - UV Tile workflow, then better to name your images resources with 001 ... in the prefix of the resource.
Check some resource might be corrupted.Driver settings status detection failed.
Error in the installation of the profile in Painter from settings NVIDA. Update or reinstall your driver
Duplicate material name
Material name double in mesh import , so a piece will be ignored for the creation of texture sets.Invalid File URL
Empty path and maybe a corrupted resource.
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Hello, thanks for the answer !
Here is a few more test I did:
test01
- Download the sRGB_ColorChecker2014.exr from the link in my previous message
- Create a copy named with the 2014: sRGB_ColorChecker.exr
- Open sample project "Jade Toad"
- Drag the 2 textures created before in the shelf, import them as texture, validate.
- Got this message:
[Project management] The project image "sRGB_ColorChecker" loaded from "G:/temp/sp_failed_decode_bitmap/sRGB_ColorChecker.exr" was replaced with the image at "G:/temp/sp_failed_decode_bitmap/sRGB_ColorChecker2014.exr" because they have the same name.
- In my shelf I only see one texture named "sRGB_ColorChecker", still got the decode bitmap error when I try to use it.
test02
- Download the sRGB_ColorChecker2014.exr from the link in my previous message
- Rename it without the "2014": sRGB_ColorChecker.exr
- Open sample project "Jade Toad"
- Drag the textures created before in the shelf, import it as texture, validate.
- Use it in fill layer: it works
So it indeed seems to come from numbers in filename, but why this kind of file worked before without issue and since the new updates it doesn't work anymore ?
Cheers.
Liam.
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Hi Cedric, was your reply meant for me or Liam? If not, has some one on your team seen my thread?
If for me, Im using the UDIM / UV Tile workflow.
I checked the log file and only the Ambient Occclusion maps can't seem to be decoded.
I haven't imported any mesh texture maps. All maps were baked in Substance.
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Hi
The Qa will look to it.
and contact you.
Best regards
Cédric
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Hi Cedric, just a friendly bumb as a reminder for Qa.
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Hi,
I'm not sure your case and Liam's are linked. I wasn't able to reproduce the issue, even with your settings. If you could share a texture asset that produces your problem, I could better understand the issue.
Does the error message prevent you from working? Knowing that would allow us to pinpoint the bug origin point.
Sorry for the delay,
Kind Regards,
Geoffroy SC
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The error hasn't caused any noticeable affects. Everything seems to be working as it should. Even with the errors showing. I have attached one of the mesh textures generated by SP.
Note: This only happens with the Ambient Occlusion mesh maps.
(If the info below helps any)
The project I'm working on has a considerable amount of UDIM tiles, with the SPP file hovering at 15 GB.
I have 128 GB of RAM and 12 GB of VRAM. Depending on what I'm doing, my task manager shows roughly 20 to 40 GB used at any given time.
Cheers
Mike
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Getting the same problem using Substance 3D Painter, version 7.4.1
Build 1418 - 7c8c2fc4fdff1f8e3d4000066a023321898b6277
Project was upgraded from 2020, to 2021, to 2022.
Assets in question are quite literally everything. PNGs from Inkscape, GIMP; PNGs and JPGs from the internet; even freshly-baked meshes go corrupt immediately after being generated.
I am no longer recommending that my colleagues update to 2022.
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Hi,
I'm currently looking into the issue. Could you share with us your color management settings? I'm not able to reproduce the problem on my side.
Kind Regards,
Geoffroy SC
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Hi Geoffroy, I'm using the default color profile provided with the "pbr-metal-rough-with-alpha-blending" shader.
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Hi, I actually can't believe that adding _001 to the end of a Bitmap file name, fixes the, 'Failed to decode bitmap' Error. Come on Adobe, what are you playing at, give us a heads up when you make changes like this, please. I just spent two hours of valuable time trying to figure this out. It doesn't even make sense in a None Udim workflow. Make the user's lives easier, please 😄
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Hello @TheCodenburger,
I totally get your frustration. The 001 naming convention currently serves to Substance 3D Painter, even if you aren't using a UDIM workflow, in case you'll need to grow your texture set.
But I think you're right and we didn't communicate correctly on this change. We'll try to be more careful for the next release notes.
Thank you and have a nice day.
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Was this ever solved? I see this even after re-baking mesh maps.
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I have the same problem - rebaking sometimes fixes the issue but not always. Mac Studio - MacOS 15.0 and MacOS 14.7, I will try teh renaming work around mentioned the above posts.
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The renaming workaround works sometimes, but then the error reappears on a renamed file. Visually the AO's look good, just the error bothers me.