Author Topic: Material layering in Unity  (Read 12725 times)

Hello. I want to introduce you the "Old Fund" location, which is based on the principles of material layering in Unity.



 On this work we wanted to check how convenient it is to work with a material layering shader from the Allegorithmic, and the result was impressive.
Due to these technologies, the work has turned out to be very flexible, convenient and effective, so we were able to achieve acceptable results within a relatively short period of time.




All materials in the scene were made procedurally in the Substance designer, assigned to the models by the masks in the Substance painter and automatically picked up in Unity.
This allows you to easily customize individual items in .sbsar materials right in the game engine.This workflow also allows you to make adjustments to .sbsar files and conveniently change these materials for their own needs without changing the model's textures.



Also, this technology has the ability to generate normal maps from material's blend masks automatically in the Unity engine, and this means that we can re-use one normal map and several masks for each object.




This is just a first part of the all work, and now we are working on the rest of the location and objects.

I will definitely drop all updates on Unity forum https://forum.unity3d.com/threads/old-fund.486662/

See more pictures and 360 panorama on Artstation https://www.artstation.com/artwork/ooRv4


Nice and interesting work!
For the masks, do you rely on texture maps or vertex painting?

Thanks for reply) its all done with texture masks for blending 4 materials on 1 geometry module

This is indeed pretty cool, well done!
---
Founder and CEO
Allegorithmic

Great job, I'd love to see a break down of this.

Thank you guys, I'm glad you interested in this, because I prepare detailed information on this topic :)

Very awesome! Thanks much for posting. Great work.

Cheers,
wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

Is there a multi layer PBR shader in Unity that can be used to break up procedural tiled textures?

Yes, it is. I took it from here
 https://share.allegorithmic.com/libraries/2126 ,
but we found and fixed in it a small error with the the normal map rendering. Just in case I'll put the corrected version of the shader
https://www.dropbox.com/s/84aqm3chivheypf/AlgMaterialLayering.shader?dl=0
 Also in the version of the Painter 2.6.1 in the .json file stores the values "blending mask" instead of "opacity" and until they are renamed, Unity does not want to accept them. For fix that problem, you may replace this script
 https://www.dropbox.com/s/5bjiiuq8lfsdik8/AlgLayeredMaterialEditor.cs?dl=0

 I had to digress for another project for a little while. but soon I will prepare the second part of the location  :)
Last Edit: October 25, 2017, 06:02:27 pm



Hi,
i am working on my personal project
i am facing a problem as i am not able to blend two mesh texture in unity
as i texture both Mesh "GROUND AND TUNNEL CAP" in substance painter as show in attachment file
Plz help me



Hi,
i am working on my personal project
i am facing a problem as i am not able to blend two mesh texture in unity
as i texture both Mesh "GROUND AND TUNNEL CAP" in substance painter as show in attachment file
Plz help me

Hey, Could you please create a dedicated thread for this?


I have created new Thread
link mentioned above
plz help

thx

Hello, guys, I have a little update.
 
 





 and some "work in progress" files





 360 panoramas here https://www.artstation.com/artwork/vOOGO
 More images here https://www.artstation.com/artwork/L0d6K
 Soon I'll move on to work on the interior

 Thank you.
Last Edit: November 17, 2017, 03:50:29 pm