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Topics - nicvcer

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I've painted a height map in SP and I would like to reduce its overall intensity. The numbered opacity does absolutely nothing. What should I do? There are a lot of details so staring over with a lower value on my brush is not a good option as it will waste a lot of time. I figured I'd be able to reduce the intensity after painting but nothing is working for me to accomplish this.

Baseball footprints in dirt

A while ago I made a feature request for an option to export the proper metallic/smoothness file from Substance Player, so my clients could modify the material in player and export the correctly packed maps they needed to go straight into Unity. This allows them to choose whether they want smaller file sizes and longer loads (substance) or larger file sizes and faster loads (baked maps).

Now that I'm a bit wiser I see that a change to Substance Player itself isn't necessary. Only another output is needed for this operation. This output will be included with all future Unity substances I produce. I specifically used the "Any" output and got a proper result.

In the image below the roughness is inverted and then merged with the metallic map. I used the metal output for all three RBG slots despite only the RED channel is used for the metallic map. The Blue and Green channels are wasted, they are not used by Unity. I passed the metallic values to Green and Blue anyways just to visualize a black and white result.

This "Any" output is not visible in Unity. It is visible in Substance Player, where it is needed. The "Any" output I labeled as "MetalSmoothPack" can be exported from Player and the textures can then be placed directly into Unity.

Just posting this solution here in case anyone was wondering how to do this.

Hi devs! Thanks for everything you do! Question...

Will there be support for texture packing with Player in the future? Will there ever be Export Presets?

The option to export the textures generated by the substance, after having tweaked exposed parameters in player, is important to what I'm trying to achieve. This is not at the request of a client, but a concern on my end as to the future sale-ability of my created models and substances to future clients.

When trying to warm any client up to the idea of using substances in their workflow, it would be helpful to allow the client the breathing room of being able to bake substance archives down into static bitmaps and move in a backwards compatible direction that they are used to.

If I'm going to sell the pliability of a "substance creature" versus a "static baked textures creature", it would help if clients could fall back on static baked textures that they can generate themselves if desired in Player. If I had to generate the static baked textures, then every time there is a change, I would have to run it through my system and send it back. That creates a dependency I'm not really all about. I also can't expect any clients to have image processing software capable of channeling the images correctly, not to mention they'd have to learn how to do that. Substance Player would be an excellent software for the client, as it would only perform what the client needs and is directly related to the substance file (not just an image editing software).

An example client uses Unity, but may not want the fluff that comes with using a substance on a 3D mesh, such as computation of maps on startup or the generation of several outputs textures in the background. The client is excited about the idea of being able to alter textures, essentially, but maybe they prefer their simplified 3map-in format. Having a way for the client to generate Unity compatible maps, based on the sbsar file I've given them, would be super useful.

Howdy y'all! I'm new to the forums but I've been been reading around a little.

I could use some guidance to save some time and do this correctly. I'm attempting to bring my creature into Unity via Designer > Painter > Designer > Unity workflow.
This works fine in Designer and I actually get my desired result as expected, but when moving to Unity and modifying exposed parameters of nested substance graphs the effect does not propagate to the main material.

The graph shown references the other graphs used to make all the different materials. Masks created in substance painter are loaded in and used to designate which material goes where as they are Blended together. Then height-based normals are combined to the mix, also directly based on alphas exported from substance painter. This creates the final material outputs.

There are a many ways I could go forward from here to which I could create my desired result, which is why I'm seeking guidance from someone who already has experience with this type of setup. I'm not so interested in Optimization as I am in getting this working in Unity.

Next I'm going to try copying and pasting all the graphs into one huge graph so it only has one graph to deal with, just because I think that will ultimately work despite being way too messy to be practical, and I'd like to test that theory.

Another option I am considering is rolling back the base-colors of the materials to be black-and-white then blending the colors on the combined graph. That option still leaves the issue that when I modify the nested graphs, in any way, that they will not update on the combined graph in Unity like I may need them to.

Essentially, I need to be able to access and modify Uniform Color swatches, scattered about several graphs in the substance, in the Unity editor and have them update changes to the material without needing to run the game or use code to force update the materials.

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