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.

Topics - Govind Krishna

Pages: [1]
Substance Integrations - Unity - Long loading time
 on: June 02, 2016, 09:05:43 am 
Hey Guys,

         Running into this new issue with substance file where after the "made with Unity" logo comes, there is a considerable amount of loading time before the scene shows up. I am talking about when I try to build & run the scene. With a bitmap it comes up much faster.

Is this loading time normal?

So if the game is using a lot of substance it would take a long time to load.
Truly appreciate if there are any optimization tips for this.

Thanks & Regards

Hey all,

        I have couple of selections set with multi switch node and exposed it as in integer dropdown list.
Now when I load the substance in Marmoset - everything I exposed is showing up correctly in Marmoset except the multi-switch drop down. Was wondering if this is supported or not by Marmoset.

Any advice what I must do?


Hey Guys,

      I wanted to expose the rotation & scale from Transform 2D node to Unity.
Now the scale is successfully working with a single slider for both X & Y but the rotation doesn't seem to work in Unity, it does however work within Substance Designer & Marmoset Toolbag.

The connection I have is attached below as a screenshot.

Can some please guide me on how to correctly expose the rotation parameter for use in Unity?



Hey all,

       Was wondering if there is a way to texture the backface with Substance Designer?
I am texturing this costume and I wanted a different outside and a different one inside. Its a single sided mesh.

Would love to know if there is a way.



Hey Guys,

So back again with another Designer basic node question.
How can I invert a float value?

This is what I am trying to do:

I have an effect which happens when opacity is at 00 for the blend node and at 01 the effect is no longer visible. When exposing this opacity option, how do I invert the effect? So when the user slides the value towards 01, internally the reverse is happening.

This is what I have so far, but it's not giving me exactly what I want.

Thank you,


The inverse is easily achieved by changing the input nodes on blendNode and then using the opposite blending mode, however I would still love to know how do you invert a float value in sliders.

Hey guys,

    Another node question I am not able to figure out.

So I have two colour nodes - X & Y, and what I am trying to do is control both X's & Y's RGB value along with their hue & saturation through one exposed control.

However what I want is the luminance value of Y to be independent from X.

I did watch tutorial on doing this with functions, but it was some other instance. Here I am unsure how to get the HSL or HSV avlue to control stuff.

Can someone please guide me?

Thanks & regards

Hey all,

       I have gone though the performance optimization guidelines in the docs and I am trying to follow it wherever & whenever I can.

A questions about linking and importing bitmaps, it does make sense to have the materials linked to be optimized. But what if I share my .sbsar file with someone else who doesn't have these maps on their system?

So, while working we keep everything linked and import when the file is ready to be exported and send off to someone else, is that the best way?
It would be great to convert the linked images into an imported resource without leaving Designer, I did not find a way to do it - if there is a way to do so, would some one please guide me that way.



Hey Substance Designer gurus out there, can someone please help me with tips on how to create a star shape with Designer, I tried and tried with a tile generator to no avail. I did however created some interesting shapes when tried for a star, which was really awesome, endless possibilities seems like.
My Designer knowledge is very elementary and I am quite new to it, the more I dig the more I fall in love with Designer.

Thanks a lot


Substance PainterSubstance Painter - Discussions - Saving a file
 on: March 02, 2016, 03:02:50 pm 
I am not sure if this has been mentioned before, however Painter doesn't save the file until it finishes the material loading on shelf. I have few extra materials from Substance Share and in this instance I am working with this organic model with 6 parts and I am trying to save but Painter wont do a thing until all this materials are done loading on the shelf, which sometimes takes a long time depending on the size of course.

So I have to wait for it to save and twice I had a crash, and lost everything I worked on because Painter did not save the file.

Also I have to mention that the materials are being loaded through junction folder and I have not pasted them directly in my Documents\Substance Painter\shelf\materials

Is that why this slow loading is happening? Painter is on a SSD and all these materials are on a standard 3.5inch drive.
If this is not recommend I will change it.

Please advice

Thank you

Substance DesignerSubstance Designer - Discussions - UV seam workflow
 on: January 29, 2016, 09:01:40 pm 
Hey all,

      I recently shifted my texturing focus to Designer.
Watched many tutorials on YouTube and was totally hooked. I was using Painter and layer based workflow for most of my texturing.

Being new to Designer. I understand that it is a texture creation app but I have seen people use it for texturing assets like you would in Painter or Mari (Christophe Desse), but using nodes instead of layers.

Now I am using a simple asset with couple of UV shells and even before I started my node graph build, I am getting UV seam, which I am not sure how to get rid of. I was under the assumption that SD would take care of it. Is there a way to bleed edges for nodes? Or do I have to have a padded mask for every procedural nodes I create?
Triplanar doesn't play well with patterns like cellular or similar.

Please advice. I have attached the asset screenshot from SD and the asset as it is from Maya. At the moment I have connected a Uniform colour to the diffuse output, black uniform colour to metallic and a greyscale to roughness and nothing in normal (which I am planning to derive procedural).


Not a query but a piece of info for those who don't know about it.

Substance Painter was used by Ruairi Robinson, here and there to texture certain aspect of his upcoming movie's teaser promo "The Leviathan."

He talks a bit about it in this podcast here CG Garage Ruairi Robinson

That's so cool. I am trying to push substance painter to be used on the other spectrum as well, not just for games. Trying to implement it on a cartoon network series, hopefully I succeed :)
Love the texturing workflow within SP

Any cool stories like these, where SP or SD has been used elsewhere other than game texturing? Would love to hear.

SubstanceSubstance - Discussions - Tangents & Normal map extraction
 on: September 11, 2015, 11:57:55 am 
I went through the tutorials by Wes on the sci-fi crate texture painting in Substance Painter, and in the model preparation section, he went over tangents and normal map for Unity & Unreal in quite a detail - which was great.

I wonder if there are any steps we need to take for rendering in Marmoset, and offline renderers like VRAY & Arnold? For maintaining consistent look when using low-poly asset with normal map extracted from a high-poly. When using substance packages for extraction and texture creation.

Thank you,


I am not sure if this is my GPU issue or something related to SP, whenever I use the projection to paint, after I lift my pen to commit to the paint, I get this white overlay on my screen. If I restart SP it comes back to normal.
even if I exit the projection tool and come back to paint tool, it still there.
Is this a known issue?
I did search, found no one mentioning it.



While watching SPainter tutorials, I saw Wes using rectangular alpha on brush to create panels.
Now, no matter how I bring my textures (for alpha) in SPainter, it seems to adjust itself to square. Attached an image - my alpha's map is rectangular but the brush is square.
I created the texture in Photoshop and exported as .png, sure I must be missing something, but really not able to figure it out.

Appreciate any help coming this way,
Thank You

Pages: [1]