Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jonny10

Pages: [1] 2 3 ... 6
After reeling in the latest version (2020.1.2) I noticed the save dialogs now use the native Windows file browser again  ;D

I recently upgrade from good ol' SD 6 to the 2020 version.

Though since this version, my workflow is hindered. When exporting textures from the 2D preview window, SD now uses a custom file browser. This is very restrictive in the following way on Windows:

- No access to "Quick access" links or "Recently opened". These placed always give me access to whatever project I'm working on
- Unable to copy/paste a folder path, if I have the destination folder already open in the explorer, it saves me the effort of having to navigate to it again in the file browser.
- SD file browser reverts to default size whenever it is opened. If a folder has a large amount of files, I keep finding myself scrolling down to find the file I'm looking to overwrite.

Maya has to ability to use the native file browser instead, I could not find such an option in the SD settings and it would greatly be appreciated!

I noticed updating from 2.0.1 to 2.0.2 will break all current substances in the project, as it did with the last update.

Is this expected to happen with every beta update?

We are working to resolve this issue. Our goal is for this not to happen with each beta, but unfortunately some changes we make also change the GUID values and this is what causes the substance in the project to break. Our next update will cause this issue as well since we moved the plugin into a new folder as requested through feedback. We are very aware of this issue and we make it goal to not have the updates break projects. During this beta phase, it is sometimes unavoidable. We will do our best to make sure it doesn't happen.


Thanks for your reply, Wes.

I understand a beta version is prone to major changes such as these. I'll keep an eye out for future updates!

I noticed updating from 2.0.1 to 2.0.2 will break all current substances in the project, as it did with the last update.

Is this expected to happen with every beta update?

I understand both parties involved.

This decision ultimately gives Algorithmic more control over the integration. For instance, in Unity 5.6, normal maps were broken when targeting mobile platforms. This couldn't be fixed until the next Unity release, leaving a Unity version permanently broken in some way. And as I understand the process between Algorithmic's updates and Unity's integration is far from fast and painless. Possibly making this very frustrating for anyone involved.

I'm an asset store developer myself, and while I'm perfectly fine with this decision, I'm worried about my end users. I've just imported one of my package using Substance materials into Unity 2018.1 and I'm greeted with a shower of errors. I've had a detrimental negative review because of this, and it's outside of my control. People are sensitive about errors and warnings upon import, and this reflects poorly on my status as a publisher.

I'm assuming a compilation directive will be added with the upcoming Substance plugin. This would be necessary to wrap certain code functionality, to make sure they aren't compiled when the plugin is absent. Ultimately, this would allow people to add warnings to their code or GUI's.

I would much rather have Substances be converted to container of regular textures on import. This means there would have to be a barebone native integration.

A link to the asset store plugin page could be added to the inspector of these "container" assets.

Code: [Select]
Application.OpenURL("com.unity3d.kharma:content/<id>");This is a quick way to open an asset in the in-editor store browser.

Where installing the plugin provides full functionality.

Currently I'm required to strip away all Substance functionality from my packages, due to the reliance of a third party plugin. And the way the user is presented with errors, rather than a more intuitive way of notification.

I understand much of these points are outside of Algorithmic's control, but I hoping this feedback finds it's way to Unity ;)


In Designer when you switch the SSE2 image, do you get the same result you get in Unity?


I haven't been able to recreate the issue in SD.

I found out it's not necessarily related to the Splatter Circular node, but rather the "Image Input" type on the Tile Generator.

If I pipe in a Linear Gradient as an image input, it breaks, if I use the built-in gradient is appears to work correctly.

I've managed to refactor my materials to use the Tile Sampler instead. The distribution looks a little different, but works great :)

Hey peeps,

I've noticed there is an issue in Unity, where the material looks "corrupted". This happens when you use Splatter Circular. This is usually elevated by nudging a parameter related to the Splatter Circular node. On my grass material it usually means the grass blades turns into noise, or the splattered shape turns into a square. On my rock material it results in harsh shapes.

However, not all my materials have such a parameter exposed. Even so, when saving the outputs to bitmaps, half of the time they are rendered with the artifacts.

I seems related to using an image as an input, using the shapes built into the node works alright. I've also tried to pipe in a bitmap, but that also breaks. Whenever I debug the graph, it always seems to come down to the Splatter Circular node. Using the node from SD 5.6 unfortunately, has the same issue.

I've recorded a video to demonstrate this. Using Unity 5.4 and SD 2017.3 (v5 engine), although it also happens in Unity 2017.1

Changing the "Image Input Filtering" on the Splatter Circular node has an effect, but only results in a slightly different appearance. I've tried switching to SSE2 to be more in line with Unity's CPU processing, but to no avail.

Is there anything I can do about this?

Thanks for the suggestion Vincent,

After closing Unity and reopening it, a full refresh of the asset database was needed. Not sure what caused this.

When I checked the material using the Substance outputs the color map was green and the normal map was a plain normal color. I selected the outputs in the Substance container but the inspector window was blank and threw the following error in the editor log, this hadn't happened before though!

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
  at System.Collections.Generic.EqualityComparer`1+DefaultComparer[UnityEngine.ProceduralMaterial].GetHashCode (UnityEngine.ProceduralMaterial obj) [0x0000d] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/EqualityComparer.cs:76
  at System.Collections.Generic.Dictionary`2[UnityEngine.ProceduralMaterial,System.Single].ContainsKey (UnityEngine.ProceduralMaterial key) [0x00016] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:461
  at UnityEditor.ProceduralMaterialInspector.ShowIsGenerating (UnityEngine.ProceduralMaterial mat) [0x00000] in C:\buildslave\unity\build\Editor\Mono\Inspector\ProceduralMaterialInspector.cs:389
  at UnityEditor.ProceduralTextureInspector.OnPreviewGUI (Rect r, UnityEngine.GUIStyle background) [0x00029] in C:\buildslave\unity\build\Editor\Mono\Inspector\ProceduralTextureInspector.cs:84
  at UnityEditor.Editor.OnHeaderIconGUI (Rect iconRect) [0x0006c] in C:\buildslave\unity\build\Editor\Mono\Inspector\Editor.cs:423
  at UnityEditor.Editor.DrawHeaderGUI (UnityEditor.Editor editor, System.String header, Single leftMargin) [0x000f8] in C:\buildslave\unity\build\Editor\Mono\Inspector\Editor.cs:502
  at UnityEditor.Editor.DrawHeaderGUI (UnityEditor.Editor editor, System.String header) [0x00000] in C:\buildslave\unity\build\Editor\Mono\Inspector\Editor.cs:471
  at UnityEditor.Editor.OnHeaderGUI () [0x00000] in C:\buildslave\unity\build\Editor\Mono\Inspector\Editor.cs:362
  at UnityEditor.Editor.DrawHeader () [0x00015] in C:\buildslave\unity\build\Editor\Mono\Inspector\Editor.cs:355
  at UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) [0x00123] in C:\buildslave\unity\build\Editor\Mono\Inspector\InspectorWindow.cs:1116
  at UnityEditor.InspectorWindow.DrawEditors (UnityEditor.Editor[] editors) [0x0016a] in C:\buildslave\unity\build\Editor\Mono\Inspector\InspectorWindow.cs:1030
  at UnityEditor.InspectorWindow.OnGUI () [0x00076] in C:\buildslave\unity\build\Editor\Mono\Inspector\InspectorWindow.cs:352
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222


Code: [Select]
material->IsFlagEnabled (ProceduralMaterial::Flag_Clone) || m_PingedMaterial == NULL || m_PingedMaterial == material
UnityEditor.ProjectBrowser:ListAreaItemSelectedCallback(Boolean) (at C:\buildslave\unity\build\Editor\Mono\ProjectBrowser.cs:1001)
UnityEditor.ObjectListArea:SetSelection(Int32[], Boolean) (at C:\buildslave\unity\build\Editor\Mono\ObjectListArea.cs:822)
UnityEditor.LocalGroup:HandleMouseWithDragging(Int32, Int32, Rect) (at C:\buildslave\unity\build\Editor\Mono\ObjectListLocalGroup.cs:379)
UnityEditor.LocalGroup:DrawItem(Rect, FilterResult, BuiltinResource, Boolean) (at C:\buildslave\unity\build\Editor\Mono\ObjectListLocalGroup.cs:857)
UnityEditor.LocalGroup:DrawInternal(Int32, Int32, Single) (at C:\buildslave\unity\build\Editor\Mono\ObjectListLocalGroup.cs:190)
UnityEditor.Group:Draw(Single, Vector2) (at C:\buildslave\unity\build\Editor\Mono\ObjectListGroup.cs:144)
UnityEditor.ObjectListArea:HandleListArea() (at C:\buildslave\unity\build\Editor\Mono\ObjectListArea.cs:1370)
UnityEditor.ObjectListArea:OnGUI(Rect, Int32) (at C:\buildslave\unity\build\Editor\Mono\ObjectListArea.cs:565)
UnityEditor.ProjectBrowser:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\ProjectBrowser.cs:1744)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:187)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:180)
UnityEditor.DockArea:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:355)

Unloading 43 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 219.0 MB.
System memory in use after: 219.0 MB.

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 3881.
Total: 28.661711 ms (FindLiveObjects: 0.654736 ms CreateObjectMapping: 0.161652 ms MarkObjects: 27.782030 ms  DeleteObjects: 0.062009 ms)

SymInit: Symbol-SearchPath: 'D:/Program Files/Unity5.4/Editor/Data/MonoEmbedRuntime;.;D:\Dropbox\AssetStore\Fantasy Adventure Environment;D:\Program Files\Unity5.4\Editor;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*;', symOptions: 530, UserName: 'Jonathan'
OS-Version: 10.0.14393 () 0x300-0x1
D:\Program Files\Unity5.4\Editor\Unity.exe:Unity.exe (0000000140000000), size: 60301312 (result: 0), SymType: 'PDB', PDB: 'D:\Program Files\Unity5.4\Editor\Unity_x64.pdb', fileVersion:

When I tried to check the Substance material in the inspector the editor crashed.

After I opened up the project again, this time without the full refresh needed. The color map turned red, I was able to check the assets in the inspector, but I still needed to manually trigger a regeneration.

Maybe the above errors are related to Unity 5.4, but I should note that the Substance also fails to generate in Unity 2017.1. I've attached the SBS file, should it be of help :)

Hi Vincent,

I've set it to "diffuse". I can get it generate by toggling the "Generate all outputs" or mipmaps option. But seeing as this Substance is part of an Asset Store package, I'd like to avoid any confusion amongst users ;)

Using Unity 5.4, where I'm faced with a puzzling issue. As sometimes this specific map fails to generate, whereas the normal map works just fine.

The graph is not very complicated:

Any pointers as to what could be done to avoid this happening?

Hi Wes,

Thanks for your reply. Seems like there is nothing to do about it at this time. I will await the fix!  ;D

Anyone? This is posing quite an issue for me, and I find myself at a dead end  :-\

I had some success with creating flowers in SD. The end goal was stylized flowers, rather than realistic, which would not take up much screen-space in the game, so it wasn't very complex.

Essentially what I did was create a single petal, and use Splatter Circular to repeat them around the pollen section.

Some useful resources:
Foliage Generation in Substance Designer on
Procedural Leaf Creation In Substance Designer on Vimeo:

The shader keyword the error mentioned was changed in Unity 5.4:

If you open up the shader files and replace any instance of the word "unity_ObjectToWorld" with "_Object2World" it might work in 5.3. But there might be other errors after that.

You'd need a double-sided shader, regardless of the Substance material.

Try these out:!/content/23087

Pages: [1] 2 3 ... 6