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Messages - Govind Krishna

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1
Thank you for updating the solutions, big help.

2
Substance Integrations - Unity - Re: Long loading time
 on: June 08, 2016, 11:44:04 am 
Thanks again Camille, I am not so sure why my build size is that big - I will have a look.

On your recommendation I downloaded the latest build of Unity and you were correct - the load time has reduced in my case too. It's in and around 30-40 seconds.

Thank you so much for looking into this for me. Appreciate the help.

Regards
-G

3
Substance Integrations - Unity - Re: Long loading time
 on: June 03, 2016, 09:51:35 pm 
Thank you so much for the reply Camille.

I had gone through all the links you have provided and I try following the optimization tips as much as possible when creating the textures. I have even tried changing the settings for the load behavior to all options provided. After changing I did a build & run again, but it does take the same amount of time and I saw no change at all even with "do nothing and cache," option it still gave me a long loading time and there were no textures generated.

Currently I am using substance file downloaded from Substance Share.

In case it helps here is a dropbox link with the Unity Package (v5.3) and the build too - the archive extracts to 457MB
https://www.dropbox.com/s/p6ggc2tpdjp32w8/test_level.rar?dl=0

Wonder if I am missing anything here? Especially while testing the loading with simple sphere with substance file and using build and run from Unity.

Regards
-G

4
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
-G


5
Thanks again Wes,

     I did try it and it still gives me no results in Unity on rotation for the sbsar I want it to happen on.

However, when I created a brand new file with a simple shape, rotation & scale did work inside of Unity, did the same thing with Matrix multiply.

Hence, I removed all the game related images from the multi-switch node and added shape nodes, so I can share it safetly. And I have attached it here - on this sbs file the rotation isn't working even though I did what you asked me to and followed all the necessary tips.

I am really not able to pin point where I might be going wrong.

Thanks a lot.
-G

6
Hey Wes,

    When publishing the .sbsar from the .sbs you shared with Unity is detecting the rotation. But combined with scale it is not working. Scale works but not rotation. Do I create a switch node in the function for this?

The immediate and dirty solution I did, is to make two different transform2d node. One to scale and one to rotate.


Thanks

7
Awesome.
Thanks a lot Wes.

8
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?

Thanks,
Regards
-G

9
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?

Thanks,

Regards
-G

10
Thanks Vincent for clearing this out.

11
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.

Thanks,

Regards
-G

12
Thanks so much Fabian, that did help a lot.
It worked.

I was dividing instead of subtraction.


13
Thank you very much Cory, I will put this to test and will surely post my results.


14
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,
Regards
-G


EDIT:

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.

15
Substance DesignerSubstance Designer - Discussions - Re: Texture Packing
 on: April 05, 2016, 09:54:42 am 
Hey Wildshot,

       New to Designer myself but to answer your question I think, you can do that by using a RGBA-MERGE node. Connect that to diffuse/baseColour output node and then save the texture out that way.

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