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Topics - Aleksander.Battle

Pages: [1]
1
I'm using substance designer as my terrain texturing tool. Substance designer is provided a heightmap and splat map. Then it textures the terrain. Recently I have come to a point where I need to texture the slopes/cliffs of my terrain. I think the best solution for that would be to use a tri planar node to apply the cliff textures. There seems to be no node to convert a heightmap to a world space map. I know you can bake world space normals from a mesh.

How do I dynamically generate a world space normal map from a heightmap? Is there a better way of doing this that using a space normal map?

2
I am generating dozens of substance materials and I am wondering if I can run the RebuildImmediately in a separate thread. Or is it still considered not thread safe?

3
Substance DesignerSubstance Designer - Discussions - Advanced Texture Blending
 on: January 18, 2015, 07:39:01 pm 
Greetings,
I am using Substance designer as my height map and texture generator for my Civilization like terrain. I have come to the issue of blending 2 biome textures together. I would like to achieve a similar effect to this. I have not found any nodes that would replicate the effect.

http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php

Need to blend this.
I would appreciate any help!  :)

4
Substance Integrations - Unity - White seam texture issue
 on: November 29, 2014, 07:59:20 am 
I am generating a Texture2D inside of Unity in realtime and am assigning it to a Substance material property. Once I rebuild textures the result I get has white artifacts on the edges of the texture.
The issue I have discovered is created by substance designer. I have tested the same texture I generate with a none substance material and I don't get a texture artifact so it's substance for sure.



These are two meshes next to teach other with a material that has the seam at the edge.
I have tried various changing various filtering and mipmaping options, yet nothing seems to fix it.

Could you help me out with this?

5
I am crushed.
I have tried converting a ProceduralTexture to a Texture2D countless times yet none of them worked. They all give the same result. A black texture. I believe the issue lies in the ProceduralMaterial not being readable event though I set it to be readable. My substance format is set to RAW.

The current code:

Code: [Select]
        substance = renderer.material as ProceduralMaterial;
       
        substance.isReadable = true;
        substanceTexture = substance.GetGeneratedTexture(substance.GetGeneratedTextures()[0].name);
        substanceTexture2D = new Texture2D(substanceTexture.width, substanceTexture.height, TextureFormat.ARGB32, false);
        substance.SetProceduralTexture("Hexagon_Heights", hexTexture);

        substance.RebuildTexturesImmediately();

        substanceTexture2D.SetPixels32(substanceTexture.GetPixels32(0, 0, substanceTexture.width, substanceTexture.height));
        substanceTexture2D.Apply();

Could someone help me out with this?
I don't see why Substance material doesn't have a Texture2D build into it...[/code]

6
I am crushed.
I have tried converting a ProceduralTexture to a Texture2D countless times yet none of them worked. They all give the same result. A black texture. I believe the issue lies in the ProceduralMaterial not being readable event though I set it to be readable. My substance format is set to RAW.

The current code:

Code: [Select]
        substance = renderer.material as ProceduralMaterial;
       
        substance.isReadable = true;
        substanceTexture = substance.GetGeneratedTexture(substance.GetGeneratedTextures()[0].name);
        substanceTexture2D = new Texture2D(substanceTexture.width, substanceTexture.height, TextureFormat.ARGB32, false);
        substance.SetProceduralTexture("Hexagon_Heights", hexTexture);

        substance.RebuildTexturesImmediately();

        substanceTexture2D.SetPixels32(substanceTexture.GetPixels32(0, 0, substanceTexture.width, substanceTexture.height));
        substanceTexture2D.Apply();


Could someone help me out with this?
I don't see why Substance material doesn't have a Texture2D build into it... 

Pages: [1]