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Messages - Teemu Wilander 0

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1
Create a new project with the mesh and see if you get any import related errors. We deal with this problem quite often and practically all of the time it's mesh/uv related.

2
Content - Substance Source - Rotating substances
 on: November 09, 2017, 09:24:19 am 
Hello,
I know this has been asked a lot of times over the years, but for the same reason I'd like to refresh the issue.

Most Source Substances still do not contain "Rotate 90 degrees" option. The way my team for example operates requires a lot of texture tweaking and applying the same texture for different models, and the same model with different textures. It's extremely annoying to have to work with the models UVs every time we want to apply a different texture, because some tiles go up, and others go sideways rather arbitrarily - some materials even have a slight slant to them for no apparent reason, but to the pain of the artist.

Some substances in source already have the 90 degree option, as it is rather easy to implement, but not all. This wouldn't even be an issue if all the materials were released with an .sbs...
I find that this feature would be both immensily powerful and a simple way to make your service better.

3
I think the project presets just sets the material generated maps, which you can add from the Textureset settings tab using the plus button. With unity the mats use albedo, opacity (transparency), metallic and smoothness (which is gloss, or an inverted roughness), normal, height, ambient occlusion and emissive. When you have that stuff in the project unity 5 export setting will have all it needs.

So correct me if I'm wrong, I dont have substance at my laptop to actually test this. But it /should/ work.

4
Painter already appears to triangulate mesh on import.
When you work in your 3d package of choosing, and export a quad mesh from there to use in both destination engine and painter, the two destinations can triangulate the mesh differently. This leads to inconsistent outcomes from painter texture outputs.
It would be handy if when exporting your project from painter you could choose to export out the painter-triangulated mesh also. Quixel for instance already does this for the exact same reasons.
I understand that many choose to triangulate the mesh on export from their 3d package, but there are merits to both workflows and being able to select would benefit the userbase.

5
Yeah I managed to "solve" it by doing just that. Weird stuff...

6
Hello,
Today I developed a slight problem with the heavily used X key. It now inverts height channel, not grayscale as intended and described in the shortcut settings panel. Is this a feature of the program I have accidentally activated, and how do I undo this?

7
I did to no effect. I'm a newbie (with <10 hours) in the program. I actually solved this during the day, I had not realized that by dropping the image on the screen it activated projection mode in the layer, resulting in the faded projection/stencil overlay.
So you can consider the case closed!  :-X

8
So, I dun messed up and accidentally drag-dropped "freshnelranges" from the shelf into the viewport. Now my viewport colors and black/white balance is all wonky, and I have no idea how to undo this. Send help!

Edit: It only seems to affect one layer, so I'll be able to circumvent the problem for now. However, for future reference I'd love to know what is it that I did and how does one backtrack it.

9
No worries, let's put it on my phrasing!
Yeah I'll have to try out Unity forums for this one too, but I figured there's a good chance someone has already dealt with this issue here. If I find a solution I'll drop it here as well.

10
That's a good tip!
I often have to assemble assets into prefabs in Unity myself, and send them off as .unitypackages to different devs. Is there a setting there that would let me do that? Achieving that is the chief problem described in my post.

11
Hello,
I was wondering if it's possible to export packages from Unity with dependencies appropriately packaging the SBSARs with the materials. To me it seems it "forgets" to include the substances, while shipping off empty materials with the model.

Any ideas for workarounds welcome!

12
As a related question, I've been battling with this exact same issue, but my problem - I think - lies with user created generators, adjustments, filters etc I've been gathering from Substance Share (e.g. the brilliant 3D/4D simplex noise generator by rattle). Is there a way to use these nodes and still have a Unity-functional .sbsar file, or are people using for .sbsar workflows forever banished from using custom nodes?

The resulting errors unity-side are the same, but SD4 compatibility view does not give me any information as for the cause. It's rather hard to track down the culprits from the graphs...

This question might strike you as basic-level, but I only recently started using this software, and find being limited in nodes very frustrating. .sbsar is so incredibly powerful in unity!

Hi,

You should be able to use custom nodes you create. The generators should be working. The triplanar option doesn't work correctly in unity because it requires the GPU engine.

I'm sorry but you shouldn't really be limited in nodes. Can you post an example and can take a look at?

Cheers,
wes

After a bloody Battle of Understanding, I actually discovered the combination of reasons for most of my import failures. Ended up being a combination of known issues (normal atomic node default alpha to 1 setting, etc) After I sort out the mess I'll come back with one of the mats that still mysteriously don't work. 80% of the catastrophy has been averted though, luckily  :-X

Grunge maps from SD6 don't seem to import, for example.

[edit:] wes, sent you a dropbox link as PM

13
As a related question, I've been battling with this exact same issue, but my problem - I think - lies with user created generators, adjustments, filters etc I've been gathering from Substance Share (e.g. the brilliant 3D/4D simplex noise generator by rattle). Is there a way to use these nodes and still have a Unity-functional .sbsar file, or are people using for .sbsar workflows forever banished from using custom nodes?

The resulting errors unity-side are the same, but SD4 compatibility view does not give me any information as for the cause. It's rather hard to track down the culprits from the graphs...

This question might strike you as basic-level, but I only recently started using this software, and find being limited in nodes very frustrating. .sbsar is so incredibly powerful in unity!

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