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Messages - dgoyette

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Substance Integrations - Unity - Re: Painter and Unity HDRP
 on: October 10, 2019, 12:11:53 am 
I use the following. Note the use of "Mixed AO" for the "G" channel of the mask. I used to just use "Ambient Occlusion" for that, but my understanding is that "Ambient Occlusion" from the Input Maps doesn't include the baked occlusion you get from the mesh. Mixed AO appears to be what we want, but I'm happy to be corrected on this detail.

I've been playing with this a bit more, and it seems the main issue is that when I import an FBX into Substance Painter, I should be choosing "OpenGL" normals instead of Direct3D normals (which is the defualt). As long as I choose OpenGL, everything seems to look fine.

CAGameDEV, could you tell me what you did to "fix" the UV map? I was just using Blender's "Smart UV Unwrap", which seemed to create a UV map with no overlap. But maybe there's something about mirroring that I don't understand with respect to UV Mapping? The UV map in my file doesn't have any overlap when I look at it, though maybe it has overlap when it's mirrored? Anyway, just curious what your "fix" to the UV map involved. And thanks for your responses so far.

No sharp edges, no doubled verts, and the Mirror modifier is set to "Merge".

Just to keep this simple, I've set up a trivial test case, where I just have a cylinder that's mirrored on X and Y. I've attached the .blend and the .FBX if anyone wants to see what I'm seeing. I've also included another screenshot of what Substance Painter does with this. (I don't think it's SP's fault, as it also looks just as bad within Unity. So clearly this is a problem with my own workflow.)

Again, if I apply the Mirror modifier, then fully UV Unwrap the whole model, the normals look fine in SP. But the point of the mirror modifier is to prevent having to make destructive changes to the model. So I don't know how to properly export the model to FBX from blender without running into this issue with the inverted normals. I figure this should be a very common thing...

I'm trying to figure out how to address what is hopefully a simple issue.

I have a model, created in Blender, which has several "Mirror" modifiers on it. When exporting the FBX, I tell it to apply the modifier, but the object is UV unwrapped in Blender prior to applying the modifier. I never manually apply the modifier; that's just part of the export to FBX process.

The problem is, the mirrored portion of the model has really weird normals in Substance Painter. Light reflects off those parts almost as though the normals were inverted.

I've attached a couple of images. One just shows the Model in blender. You can see it's just 1/4 of a cylinder. The other image shows what this looks like in Substance Painter. You can see the sharp seem down the middle where the environment reflections look completely different.

Anyway, I've tried flipping the UVs on the mirror modifier, but that's doesn't do anything. The only way I can get the seam not to show up is if I manually apply the mirror modifier, and UV Unwrapp the fully-modified model. But I obviously don't want to do that, as it's destructive.

Is this a common issue? Is there some step I'm missing in my process to get the normals to look correct on the mirrored part of the model?

Just so I'm clear, Substance Designer, the desktop application, is managing saved passwords using my browser? In case I wasn't clear before, the password prompt I'm talking about is 100% within Substance Designer; I'm not talking about logging into a website. I wouldn't expect a desktop application to be able to access passwords stored in a browser?

Usually the splash screen images feature some interesting art, either a scene or a cool looking model. However, I have to complain about the image chosen for 2019.2, from the simple perspective of professionalism. This version's splash screen image has two fairly NSFW aspects to it, especially when viewed only at a glance by passing co-workers:
  • Appears to be a picture of a "young anime girl", raising questions from others about what I'm looking at.
  • Said Anime Girl appears to be wearing a helmet with the number "69" on it, raising further questions about what kind of girl I'm looking at. (It actually has "169", but the "1" is wrapped around the side of the helmet, and not obvious.)

Add to this the fact that Painter's splash screen can't be minimized or hidden by another window (only the Task Manager, when set to Always On Top, can cover it), and you have a potentially embarrassing event happening every time I open this program.

I hesitate to ask "What were you thinking?" with respect to this art, but at the very least, please consider this for future splash screen art? And I'd really appreciate some way to disable the splash screen just for cases like this.

It seems once a month, Substance Designer informs me that my license has expired, and prompts me to update it. I choose to update it via the third option, to use It then pops up a login dialog, which has prefilled my email and password. But if I click OK, it will tell me there was a problem.

It seems this dialog just has the wrong password stored. If I manually enter my password, it works fine. So I was wondering how to get this dialog to fill the correct password, or clear what it has stored? Where is the password being saved?

Something I find frustrating is that if my mouse is over a combobox/dropdown element, using the scrollwheel cycles through selections in the combobox. The reason this is so annoying is because if I'm scroll down a the Properties window using the scrollwheel, often by random the scrolling will result in my mouse now being over a combobox, and continued mouse scrollwheel usage will stop scrolling the properties window, and will instead start scrolling through the combobox values. Often this is the case with material presets, which then cause all of the values in the material to be changed.

Could you please either remove this behavior, or give us the option to prevent scrolling from cycling through hovered comboboxes? It's fine that scrolling should do something to a combobox if I've already dropped it down, but the hover behavior is difficult to deal with.

It's also probably a good idea to profile the editor to get a better sense of exactly what is causing Unity to freeze up. The only caveat is that if it freezes up for more than 10-15 seconds (as you mentioned it did) it could be hard to capture that time range in the profiler. But, if you can do this, it should tell you exactly which code is the cause of the issue.

I actually removed the Substance plugin from my project back in December, as there were issues with the plugin at the time that were blocking me from moving forward. But I've been keeping an eye on the plugin development to determine when it has reached a sufficiently stable state to begin reintroducing into my game. (For now, I'm just exporting textures via Substance Designer instead of using the plugin.) So, with the new plugin release I was considering installing the plugin to see how things went. But I use asset bundles heavily, on objects that would ideally be using substance materials. So if that's not supported yet, I'll have to keep waiting for a future update. Thanks for confirming that it's in the works for 2.4.

Could you clarify the Known Issue related to asset bundles? Does this mean that if one of my models is part of an asset bundle, and that model uses a substance-based material, the material's texture won't be generated?

There's no longer an "old fashion way" when it comes to SBSARs, unless you're still using Unity 2017. These days, you need to install the Sunstance Plugin from the asset store if you want to use SBSARs in Unity.

You'll probably need to include a bit more detail about your material. Is it metallic? If so, metals don't look correct in Unity unless the object is within the volume of a reflection probe.

If not, then please show screenshots of your substance outputs, and the material you're creating in Unity.

What version of Unity are you using? Your client must be using version 2018.1+, which removed built-in support for substance. The console error explains the issue. The person opening your package probably doesn't have the substance plugin installed in their project. It's on the asset store. Have them download it.

Maybe you're still using Unity 2017, which still had substance support? Or maybe you installed the substance plugin without remembering it.


EDIT: I almost forgot, why not make a 2D image with accurate spacing then project it onto the mesh to mask or mark the area for the spots you want? I've done this when I needed accurate spacing for text.

That sounds promising. So, creating a throw-away layer to which I can add a regular grid texture (or something like that) which I hide when I don't need it.

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