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Messages - kelly4d3d

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Yes that seems to be the old version of the plugin. The 2.2 release has an About option in the Substance menu that tells you everything about the plugin version. Unity's Asset Store is a bit weird sometimes. Were you given the option to Update the plugin in the Asset Store? What version of Unity are you using?

No I only had the import option, after removing the local cache I had the download option but this was the same version. I'm using 2018.1.1f1 of unity. I have installed 2013.3.1f1 and then it allowed the update to the latest plugin version.

I have just tried this and I'm not sure that I have the latest version of the plugin. I have imported the plugin and a sbsar file and have found that the instance is still name mat. and I can't see anyway of renaming an instance.

I have cleared my asset store app data folder and re downloaded the plugin.
The plugin folder's engine_build_info.txt has Plugin commit: 3684 and Plugin Build : 790

Is there an easy way to check the version of the plugin?

Substance DesignerSubstance Designer - Discussions - Re: Input nodes
 on: December 11, 2018, 02:22:51 pm 
thanks guys, i will give this a bash.

Substance DesignerSubstance Designer - Discussions - Input nodes
 on: December 05, 2018, 10:53:33 am 
Hi there, i want an input node for my AO map, but when i don't have an input i want the AO to appear white. The input node is Black by default is there a way to change this to white, or another work around for this. I think the way i'm tackling this isn't right. Hope i'm making sense.


oddly its started working now  :-\

Using the new October 4th update.
When importing a pre-set in unity it doesn't seem to be re generating the materials. It does however remember all the setting, just doesn't re-generate the materials.
Only way i seem to be able to update it is to untick sRGB and then re tick it.

Are there any release notes for this. Would be interested to know if some of the things I noticed didn't work, are now fixed.

See images. Using Interger1 doesn't seem to carry across the label in to unity, its taking the identifier name instead

Thanks Wes
I've Pm'ed you a link

Is anyone else willing to test this, to see if they get the same issue?

Substance Integrations - UE4 - Re: "Visible if" In UE4
 on: August 29, 2018, 11:49:52 am 
Make that 3!
Works really well in unity :D

Ive added an input in substance to output an emissive map. When i import my substance file to unreal the emissive map seems to be red where i would expect it to be white. Is there something in substance that im not doing currently. Ive imported the same .sbsar file into unity and and that seems to behave correctly.

I've added a screen-grab to show the material in unreal

Any ideas how i can get it to scale from a fixed point (like the center of the texture)
Then if i say change the text its still stays central


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