Author Topic: UE4 vs Unity integration  (Read 3183 times)

I was listening to a blog with Javier Perez and he said that when he was building Substances in Designer for y'all he learned that one engine uses CPU and the other uses GPU and that some nodes work differently or not at all depending on which is being used. I have been unable to find anything about this online. Could you clarify which engines uses CPU and which GPU and how to toggle back and forth between the two in the render screen?

https://youtu.be/XpHWAncDLzM here's a link to the video if that helps

Right around 33 minutes he's talking about working with algorithmic and goes into it. But then he doesn't supply any actual details

Within designer you can switch between them through tools>Switch engine.
If you're using windows, the cpu renderer will be called sse2, and the gpu renderer direct3d.
The cpu engine has some drawbacks, mainly in terms of rendering speed and some nodes are less or not usable. (tile splatter is extremely slow and flood fill does not work)

Unity uses cpu. Unreal can use both the cpu and gpu renderer.
More info here: https://docs.substance3d.com/integrations/game-engines-149291238.html

Generally speaking, unless you have a reason to change substance parameters during runtime, I would avoid using substance in-engine and just export your textures from substance as bitmaps.
Esger van der Post.
Texturing addict.

Thanks so much for the response.  :D Follow up question, don't you need to keep it as a sbs file if you want do material instancing using all the parameters you built in? I've heard instancing is cheaper, is that counteracted by the Substance files being bigger than just plain materials? If I want to vertex paint a wood floor with say, a worn version on the walking paths and dirty versions in the corners would it be cheaper to use the one Substance file instanced with different parameter changes or have 3 different materials.