Author Topic: Corrupt textures on GetGeneratedTextures for duplicated graphs  (Read 1284 times)

When I use:

Code: [Select]
SubstanceGraph _substanceGraph = _proceduralMaterial.Duplicate();

and then at a later time I do the following:

Code: [Select]
               
_proceduralMaterialMaps.QueueForRender();
_proceduralMaterialMaps.RenderAsync();
_textureMaps = _proceduralMaterialMaps.GetGeneratedTextures()[0];
_material.SetTexture("_TexMaps", _textureMaps);

I a yellow corrupt texture.

See attached picture.

I tried to also tried doing RenderSync() as well as doing GetGeneratedTextures() after a delay, but the textures are always yellow/corrupt.

Any ideas how to fix this?

When I use:

Code: [Select]
SubstanceGraph _substanceGraph = _proceduralMaterial.Duplicate();

and then at a later time I do the following:

Code: [Select]
               
_proceduralMaterialMaps.QueueForRender();
_proceduralMaterialMaps.RenderAsync();
_textureMaps = _proceduralMaterialMaps.GetGeneratedTextures()[0];
_material.SetTexture("_TexMaps", _textureMaps);

I a yellow corrupt texture.

See attached picture.

I tried to also tried doing RenderSync() as well as doing GetGeneratedTextures() after a delay, but the textures are always yellow/corrupt.

Any ideas how to fix this?

Hi,

This is a bug that was introduced in 2.4.1. We have a fix for this in 2.4.2. We are working to get this released ASAP.

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

Thanks for the info Wes, good that it's on your radar. The Unity API script reference and examples are very rudimentary, the GetGeneratedTextures() method isn't documented there from what I can see. It would be very useful if it was documented a bit more.