Author Topic: Can't set format of generated textures  (Read 812 times)

I need to have control of the textures that substances generate, but when I set the "Components" to "RGB" and "Usage" in Substance Designer to "Any" and import the substance in Unity, the textures are generated as grayscale/Alpha8 textures.

How can I force all outputs to be the format that is specified in Substance Designer?


Having the same problem. Using Unity 2019.3f4 and HDRP 7.1.7, and Substance plugin 2.4.3

If I export a bitmap from a graph in Substance Designer and import into Unity, the texture looks correct and I can choose the compression settings appropriately.

If creating a SBSAR and importing into Unity, there are 2 problems:

1. Setting Format to RAW instead of Compressed creates an Alpha8 UNorm texture in Unity, missing RGB values and only putting something in the Alpha channel, whereas setting to Compressed creates an RGBA Compressed DXT5 texture correctly.

However, the compression looks bad, with lots of square artifacts. It's as if the compression mode is "Normal Quality" in Unity, whereas if we could set "High Quality" compression in Unity the artifacts go away.

2. If trying to bake a texture using the SBSAR in Unity, it will bake out either the Alpha8 texture if format is set to RAW, or the compressed version of the texture with artifacts (even with no import compression settings) if format is set to Compressed. This is really messed up.

Having the same problem. Using Unity 2019.3f4 and HDRP 7.1.7, and Substance plugin 2.4.3

If I export a bitmap from a graph in Substance Designer and import into Unity, the texture looks correct and I can choose the compression settings appropriately.

If creating a SBSAR and importing into Unity, there are 2 problems:

1. Setting Format to RAW instead of Compressed creates an Alpha8 UNorm texture in Unity, missing RGB values and only putting something in the Alpha channel, whereas setting to Compressed creates an RGBA Compressed DXT5 texture correctly.

However, the compression looks bad, with lots of square artifacts. It's as if the compression mode is "Normal Quality" in Unity, whereas if we could set "High Quality" compression in Unity the artifacts go away.

2. If trying to bake a texture using the SBSAR in Unity, it will bake out either the Alpha8 texture if format is set to RAW, or the compressed version of the texture with artifacts (even with no import compression settings) if format is set to Compressed. This is really messed up.

Hi,

Thank you for reporting this issue. I will ask our team to look into this and we will make support tickets for this issues. I'm sorry I don't have a workaround for this but I will ask our team to make this a priority bug fix.

Cheers,
Wes
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja

Awesome, thanks for taking a look into this!

Awesome, thanks for taking a look into this!

HI,

Taking a look at the compression setting. Are you using the latest 2.4.3 plugin? In 2.4.3, setting the compression to RAW results in an RGBA UNorm map. We did have an issue in previous version where alpha8 was used.

Cheers,
WEs
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja

Hi Wes,

Yes, I can confirm the plugin is 2.4.3.

Attached Pic 1 is a screenshot of the version in the Package Manager for Unity 2019.3.0f4. Also tried installing directly from the Asset Store instead of the Package Manager, but still the same problem.

In pic 2, you can see the substance target settings as compressed.

In pic 3, you can see the generated texture.

In pic 4, you can see the setting changed to Raw and being applied, and the texture being grayscale.

In pic 5, you can see a grayscale generated texture as Alph8 UNorm with the RAW setting.

In pic 6, you can see this "RAW" texture shown as black in Unity's project view.

This is happening in both the Built-in render pipeline as well as HDRP 7.1.7. It's a simple test substance with a noise in the red channel, and full white in the G, B, and A channels. This particular substance has the same problem in both pipelines, and while other substances may or may not have problems in the built-in pipeline, all of them have this problem in HDRP.

Also, will we able to choose the compression settings as well, and not have the substance bake the compressed version? Thanks.



Last Edit: January 08, 2020, 01:02:20 am

Hi Wes,

Yes, I can confirm the plugin is 2.4.3.

Attached Pic 1 is a screenshot of the version in the Package Manager for Unity 2019.3.0f4. Also tried installing directly from the Asset Store instead of the Package Manager, but still the same problem.

In pic 2, you can see the substance target settings as compressed.

In pic 3, you can see the generated texture.

In pic 4, you can see the setting changed to Raw and being applied, and the texture being grayscale.

In pic 5, you can see a grayscale generated texture as Alph8 UNorm with the RAW setting.

In pic 6, you can see this "RAW" texture shown as black in Unity's project view.

This is happening in both the Built-in render pipeline as well as HDRP 7.1.7. It's a simple test substance with a noise in the red channel, and full white in the G, B, and A channels. This particular substance has the same problem in both pipelines, and while other substances may or may not have problems in the built-in pipeline, all of them have this problem in HDRP.

Also, will we able to choose the compression settings as well, and not have the substance bake the compressed version? Thanks.

HI,

Can you please send me this sbs file? I am checking other sbsar files and the RAW settings for color and greyscale is RGBA8 UNorm. However I can reproduce this with HDRP. I will have the team take a look at this bug.

Cheers,
Wes
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja

Just sent an email with the files to the address listed in your signature.

While all substances have this problem in HDRP, the one I sent you has a problem in built-in as well. Other substances sometimes have the problem in built-in, sometimes not, and I can't figure out why.

Hope the file helps.

Just sent an email with the files to the address listed in your signature.

While all substances have this problem in HDRP, the one I sent you has a problem in built-in as well. Other substances sometimes have the problem in built-in, sometimes not, and I can't figure out why.

Hope the file helps.

Thanks for sending the files : )

Cheers
Wes
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja