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Messages - AliSafari

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31
Hey there!
I'm relatively new to SD and already have a question I can't seem to find answers for.

When I export a Substance to Unity (using the Asset from the Asset Store), the Material is presented, missing the Height Map.

Update:
We stumbled over the checkmark. At least something ;)
If i click on "Generate all outputs", it generates all the maps, but every time I manually assign the height map to the material, it resets it afterwards - and the material is once again without a linked height map.

How can we save/apply the height texture?

Thanks in advance!

Hello @CPodeswa

What version of Unity and Plugin are you using? Are you using the standard shader or some other shader?

Are you using a Substance from Substance Source and then change it using Substance Designer and change it and then use it in your Unity project?
You can send me your sbsar & sbs files and I will take a look.
Thx,


32
The "Stylized Grave Bones" default preset gives me this result in Unity:

Although I'm expecting something more like what's shown at Substance Source. Changing the height map value doesn't result in any depth effect. What am I doing wrong?


Hello @Jeremias Santos 0

What are you trying to do when changing height map?
Thx,


33
Hello guys. I have a problem with my substance painter output.
I would like to achieve a similar result in the SP to the Unity one. Example, this is Sub Painter result of my corridor:


... and the Unity result:


What should I do in Substance, so both results are more simmilar? I cannot change material in the SP at runtime, so I can't make much changes at "runtime".

Hello @LambdaTheDev
Can you send me your sbs/sbsar file via direct message please?
Also, what version of Unity and Substance Plugin and Painter are you using?

Thx,

34
this is the complete error message:

bitcode bundle could not be generated because '/Users/massimosarzi/Documents/Unity/BiRingGit/Biuild/ios/buildIos2/Libraries/Allegorithmic/Plugins/Substance/iOS/libSubstance.Engine.a(S00_EntryPoints.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64

I use unity 2019.4.18 with 2.5.4 plugin.
Xcode: 12.4, MacOsx Big Sur 12.2.2

It's difficult to try the build without substance plugin because I had to remove textures from my app.

Hello @masai2k

I tried a small app which consists of a small cube with one Substance attached to it and build the iOS app and did not see any errors.

macOS Big Sur version 11.2.2
Unity 2019.4.18f1 + Plugin 2.5.4
Xcode 12.4(12D4e)

Can you make a small project and see if you still get the error or not? You can send your small failing sample project to me via Direct Message and I will look at it.
Thx,



Hello @masai2k
Sorry for my late reply. I tested sample app with:
maOS Big Sure 11.2.2
Unity 2019.4.18f1 + 2.5.4 Substance Plugin
Xcode 12.4 (12D4e)

I did not see any errors when I archived.
If it is possible can you please send me a sample package that fails and send it to me via direct message?

Thx,

35
this is the complete error message:

bitcode bundle could not be generated because '/Users/massimosarzi/Documents/Unity/BiRingGit/Biuild/ios/buildIos2/Libraries/Allegorithmic/Plugins/Substance/iOS/libSubstance.Engine.a(S00_EntryPoints.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64

I use unity 2019.4.18 with 2.5.4 plugin.
Xcode: 12.4, MacOsx Big Sur 12.2.2

It's difficult to try the build without substance plugin because I had to remove textures from my app.

Hello @masai2k

I tried a small app which consists of a small cube with one Substance attached to it and build the iOS app and did not see any errors.

macOS Big Sur version 11.2.2
Unity 2019.4.18f1 + Plugin 2.5.4
Xcode 12.4(12D4e)

Can you make a small project and see if you still get the error or not? You can send your small failing sample project to me via Direct Message and I will look at it.
Thx,

36
Substance Integrations - UE4 - Re: Live Link & UDIM
 on: March 05, 2021, 07:29:38 pm 
You are welcome and good luck with your project.

37
Hi,
I have the latest version of substance for Unity (2.5.4) and I still continue to have the same error:

ld: warning: arm64 function not 4-byte aligned: _unwind_tester from /Users/massimosarzi/Documents/Unity/BiRingGit/Biuild/ios/buildIos/Libraries/libiPhone-lib.a(unwind_test_arm64.o)
ld: bitcode bundle could not be generated because '/Users/massimosarzi/Documents/Unity/BiRingGit/Biuild/ios/buildIos/Libraries/Allegorithmic/Plugins/Substance/iOS/libSubstance.Engine.a(S00_EntryPoints.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64

I need to publish my app for iOS and I hope you can help me to solve this issue

Thanks
Massimo

Hi @ masai2k

Can you please send the complete error log? What version of Unity are you using with 2.5.4 Plugin?
Also, can you Archive your app without Substance and see if you get the same error or not.
Can you also let us know what version of Xcode and maOS you are using?

Thx,

38
Hi,

I am using sbsar files with 2k resolution for maps in untiy3d. The number of sbsar files loaded in a scene will vary. There can be chances that 8 to 10 sbsar files are loaded in scene simultaneously. I want to achieve below things -

1. I want to optimize the use of substance in unity3d so that application can run without any issues. Currently with 2k textures, whenever I change any values of sbsar file (eg. normal intensity), it takes around 8 to 10 seconds to show the effect and also a lot of cpu power. In some cases the application freezes and crash.

2. I have to bake the maps for all sbsar files in a folder by running a loop that goes through all textures of all graphs at runtime once all the tweaking is done. This process is taking a lot of cpu power and memory. I want to optimize this process. I have checked the substance in unity api but have no clue how I can optimize it using 2k textures.

Please suggest and help me to optimize it.

Hello @gagan25
What platform are you using Windows/Mac and what version of the OS?
What is your CPU/GPU RAM configuration?
What version of Unity and Substance Plugin are you using?
Which framework are you using? Standard, URP or HDRP?
Are you using SBSARs from Substance Source website if yes can you give the name of those SBSARs?
Do you have the problem with 2k textures only? What happens if you switch to 1k or 512? Does the problem go away.
Thx,


39
Hello,
I'm exporting textures of clothes model from Painter. But when I import to Unity, the result is terrible:
On SP:

And when I import to Unity:

The below image is my export preset on SP:

Maybe my metallic map is incorrect. But I don't know why. So please help me. And how can I make my clothes twinkle glow like on SP.
Thank you so much!


Hello @Đạt Bùi Quốc 0

Can you send me your sbsar file via direct message please?

Thx

40
Substance Integrations - UE4 - Re: Live Link & UDIM
 on: February 24, 2021, 07:51:24 pm 
Hello @Amir Crysis 0
You can always use your c++ project and recompile the plugin and build it.

Thx,

41
Here's a video of the issue:

https://streamable.com/gzkjlq

Basically, there is no way to download Substances inside Unity using the official asset despite having an active subscription with plenty of downloads left (And anyway, I am simply trying to download substance files I have already used credits on previously by downloading them on the website so I already own them and they shouldn't even cost any credits). After it happens it enters some kind of loop where the window becomes laggier and you cannot attempt to download any Substances anymore. The only way to current get SBSAR's into Unity is to download them separately through the Substance Source website and then manually copy them to the Unity directory. Any update on when the asset will work correctly again for downloading assets?

-------

So second issue. After manually adding Substance files to Unity, there is considerable lag any time you so much as select a folder in the Project window that contains any substance files or a substance file itself inside Unity. On a decent PC, this hang can sometimes last several minutes before you can select something else, and good luck trying to actually edit a substance graph or generate multiple versions like in the demonstration video included in the Asset store. Tested in the latest version of 2020 Unity along with a 2019 version of Unity. There is a loop going from Inspector.Tick to updating the Editor and then starting over indefinitely. To try to open and edit a graph, it takes more time than to open a standalone Substance app, make changes, export all the maps, import those maps into Unity, and just use the maps without bothering with the Unity Asset at all.

I'm at a point where I need to decide now if I'm going to be using Substance inside Unity or just manually bringing in maps I export from standalone Substance applications or if I need to be using another solution entirely. This asset is currently not in a usable state, so I am wondering if it is still being developed or if this is the behavior we can expect in the foreseeable future.



Hello @bcole
You should not get the error if you go directly to the Substance Source website at https://source.substance3d.com/
If you do then there is something wrong with your subscription and you should contact support.

Thx,


42
Substance Integrations - UE4 - Re: Live Link & UDIM
 on: February 23, 2021, 01:39:11 am 
Hi there, I just have a little request if it is possible.
Whenever I'm trying to use LiveLink in Unreal engine and my mesh has UDIM uv tiles in substance it's not showing all of the uv set's , it's only showing one uv tile.
Is UDim not supported yet in Livelink or is it me doing sth wrong?
thanks a lot.
btw i'm using unreal engine 4.25.3 and substance plugin from 4.25.4
thanks a lot in advance .

Hi @ Amir Crysis 0
Do you see the same problem with UE4 4.26.0 & Substance Plugin 4.26.01 as well?

Thx,

43
Quote
For me, changing the compression format does update in the Editor. Are you not seeing any change in Editor? Using userinterface2D seems to get rid of the artifacts for me. 

Cheers,
WEs

As you may have seen on the video I sent, changing the compression format will actually invalidate the map (and also reset its size to 256x256). and when for some reason sometimes it doesn't invalidate the map, some weird stuff happens (which appears to be due to the editor preview fooled into displaying the same bc5 data into some other format)
the normal output is always unchanged, inspecting the normal red channel helps seeing the compression artefacts

Hello @  Thibaud Van Vreckem
Thanks for providing additional information regarding the issue. I have filed a bug in our bug tracking system and our development team is currently working on the issue.

Sorry about the inconvenience that this has caused for your project.

Thx,

44

try SubstanceGraph.Bake(item, Application.dataPath+"/"+"a.png");

get this Bake error!, invalid directory

any idea can help thank's

Hi @klrxyz
Did you actually put  "/"+"a.png" in your code? Please remove it and then try.

Thx,


45
Hi Wes,
Thanks a lot for the reply,
I'm using the latest version of the plugin in UE 4.26.

that's precisely the part that I'm struggling with, as changing the compression settings in the normal texture does not affect the output at all.

Is there something I'm missing ?

Hello @Thibaud Van Vreckem
I talked to one of our developers. Is it possible for you to send us the sbsar with this problem? How about replicating the problem in a small project that you can send us? You can send it via Direct Message me if you want.

Thx,

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