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Messages - pheonixflame9

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I have been trying to set up a simple drop box in unity that selects between different graphs in my .sbsar to assign to an object, but unfortunately I don't know how to get unity to find them. If I try to find them via the identifier name in a Resources folder it will not find the material. If I try to find them via the substance it only finds the first graph available and I am unsure of how to find the others.

My code is something like this:

Material MyMat = Resources.Load("MySbsar", typeof(Material)) as Material;
   gameObject.renderer.material = MyMat;


Hi Wes,

Thanks for the update. Not sure if this is a silly question but how exactly do I use that? I cant open or use it.

Hi Wes,

I have indeed placed the right maps and it works fine but even when I ensure the bitmaps are not set to raw the size shoots up. I even tried a tiny resolution to test it and still gained the same issue. from around 400-500kb to 6mb.
On removal of the metal edge wear the size is always tiny yet when included it is a lot larger.

At the moment I have had to reduce the size by avoiding it all-together. I achieved this by using the node to generate the effect, saved the outcomes as .pngs then imported them into my project. I then used blend nodes to link them up with the alpha options on sliders to change the visibility of the effect to try to replicate the wear and grunge customization. It is not as good as I lose the randomization and it does not generate new maps but it still allows for some tweaks and surprisingly, is smaller, even though it includes 6 new textures (1024x1024). The outcome has been cut by over half around the 3mb mark.

The use of this so far is puzzling as one of the selling points for this software are the small texture files you can create, but that node (hooked up) on its own costs 5mb. The other nodes I use such as the dirt and leaks do not have this problem however and are relatively light so I can still use them. I hope a less costly effect like this comes out in the future.

Thanks for the reply :),

Hey guys,
I have a substance that contains a Metal Edge Wear mesh adaptive but I think it is causing an issue with the overall size. Without it my substance comes to about 477kb in size, however when I use it it jumps all the way to 6mb. Is this the normal size cost for using it, or am I using it wrong? Is there a way to reduce this cost?

It was indeed an issue with a missing .png. Thanks for the help :)

I am having an issue with publishing a substance of mine. It has been working fine up to a point but I have been starting to get errors. It contains 5 graphs and when I publish 4 of them, it publishes fine, but whenever I add the fifth I get the attached error message. I have tried ensuring that all my images where jpeg instead of raw, I have lowered the resolution of most of the images, I have double checked the functions and sliders I had applied, all of which fixed this error the first time around. Now I'm out of ideas on what may be causing it.
I removed a graph to find it worked and originally thought it had to be that graph, but after swapping out different graphs, even ones that worked before, I find that it doesn't matter what one it is.

Hope you can help.

Substance Integrations - Unity - Re: Re-using Substances
 on: August 20, 2014, 03:27:41 pm 
Thanks guys for the replies. Unfortunately I am a complete newbie to most of this, especially code as I focus more on the art side so I don't know how to do things such as moving UV's using world space. However I now know what to look for and to learn about to get this working using the least amount of resources. For now I will ensure I have a few extra dirt graphs just to keep the surfaces less repetitive by using the same dirt texture repositioned on different outputs. Pretty sure it means more textures but hopefully it will do the job for now.
Thanks again for the tips, Ill take a look into them. Also are their any tutorials of this sort of thing anywhere that you know of where you can direct me?
Appreciate it  :)

Substance Integrations - Unity - Re: Green Normal Map?
 on: August 19, 2014, 10:25:06 pm 
Stupid me, Substance lost the original Normal map from its resources, so I simply had to re import it. Leaving up for others.
We live and learn.

I have been trying to publish a substance to test within Unity but every time I do the normal map does not work. I have discovered that the normal map is green, yet it is the standard purple in Designer itself. If I save the normal map output separately it does not change to green and works fine, but obviously I wish for this map to be in the substance itself. Any ideas what could be causing this?

Substance Integrations - Unity - Re: Re-using Substances
 on: August 19, 2014, 06:06:08 pm 
Thanks for the reply, but I'm not sure I follow. By add more outputs, do you mean multiple graphs in my substance to attach to multiple objects, or do you mean multiple clones of the substance? Because that would be quite heavy to the load times.

Substance Integrations - Unity - Re: Re-using Substances
 on: August 18, 2014, 04:51:46 pm 
I'll go into more detail, I have a substance that has one graph in it with a lot of modifications to things like colour, dirt and other effects as well as type (presets of other values). I want it so that I can use that substance graph on multiple versions of that object, but have different amounts of dirt or colours. However in unity when I tested it when i changed one object the rest changed as well. Does this mean I have to create multiple graphs for the different types instead or is there another way?

If I had a tiled texture with dirt on it and would like to have different dirt types on different tiles to make it not repeat, is it possible and in a single graph?


Substance Integrations - Unity - Re-using Substances
 on: August 16, 2014, 10:37:59 pm 
Hi I was wondering. If you reused the same substance on multiple objects in a scene, are you able to change the substances values without effecting the other objects, or will it change them all?


*edit* By this I mean using one graph on multiple objects with different values/effects. Is this possible?

Its ok It has been sorted, If anyone wants to know how simply rename and add .zip at the end of the file. Firefox seems to lose its extension. Thanks


I don't know if I'm just a little stupid right now but what is it that needs to be put into Documents/Substance Painter/Shelf/Stencils for the 30 materials to be in painter? I ask because when I download it from the site I just get an extension-less file called 30, and I cant seem to do anything with it.

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