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Messages - bach44

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ok so either I need another coffee or the documentation really needs an overhaul!

According to the documentation, I should be able to use the Substance plugin with LWRP by simply creating a new LWRP blank material and then dragging my outputs from my Substance material to the empty slots.

However, with Unity 2018.3.xx  doesn't work!

For one thing there is NO LWRP 'Standard' shader.

So I first tried 'Lit' . My results are wildly unpredictable but at least getting something.

Then randomly tried 'Autodesk Interactive'

This seems to be getting me closer to the original Substance material look.

I realize this is still beta but would really like to use now with 2018.3 in a LWRP pipeline!

Another issue> Lets say you are simply missing a 'Roughness' map. So you check Roughness. But how do you generate ONLY this additional Roughness map? There seems to be only an option to 'Generate All Outputs'.

Also, whenever I change anything in  the Graph there should be some visual feedback that I need to generate new maps. Right now I need to toggle the 'Generate on Load' option in Target Settings and hit 'Apply' before new maps are generated.

If using substances from the Substance store, what is the current workflow going from Houdini to Unity?

Can I apply materials (my substance files) in Houdini before FBX export?

Do need to use the Houdini plugin?

Ok, so imported this Substance to latest Unity beta

but was under the impression that it had parameters to allow animation somehow.

Am I mistaken?

I'm confused by the process of creating UV maps from SP.

lets say you have a model of a head. And you have a skin substance you want to apply.
Does SP handle the creation of the UV map automatically when you apply the skin texture to your imported model?
Or is this something you have to manually create?

Ditto for SD.
If you don't need to paint on your model, will SD handle the creation of UV maps automatically if you export your maps from the graph view?

Or do you always need to create your UV maps first in your modelling application?

I have high poly CAD (+5million verts!) models with materials and also some textures in latest Maya compatible FBX format.
I need to accomplish 3 things
1- Polygon reduction
2- Baked normal maps from the high poly meshes
3- Keep existing materials and textures with the low poly meshes when I export as FBX.

Is Substance Painter the right tool?
If so could anyone possibly point me to any relevant tutorials?


Hi. Any Houdini users know if substances will work with GPU renderers like Redshift or Octane?

Trying to get my head wrapped around(pun intended) a possible new workflow where most of my texturing is done inside MODO, and with textures then baked and everything exported to Unity using the new material importer script.
Up till now have been exporting my UV'd meshes from MODO to Substance Painter or Designer, and letting those programs do all the baking. Has anyone else tried this new workflow? What has been your experience compared to the older workflow of MODO>Substance>Unity-Unreal ?

Can't seem to find the download link for the Substance plugin. Can anyone help?

Many questions in regards to baking textures.
1 Is baking something you normally preform only once, or would you bake several times in a session as textures are changed and updated, and or just before you export your textures?

2- If NOT using any effect or generator, can you safely ignore baking curvature, thickness maps?

3- Ambiet occlusion maps seem quite tricky to get right. Are there any tips to improvethe quality?

4- What are some tips to reduce baking times (in addition to reducing the resolution)?

In most of the tutorials Maya is being used for Mesh creation and export.

What has me confused is that the subD geometry seems to be always 'unfrozen' before exporting from Maya.

Does Maya handle subD's and FBX export differently than MODO?
When using MODO I always have to freeze my geometry before exporting for SP to recognize it.

I'm testing different Poly count meshes of the exact same scene within SP.

Does anyone know of an easy way to 'swap out' the Project mesh for any Substance Painter project from within SP? Ideally it would simply a link like the one used when you bake textures and normally link out to your high poly mesh.

Or is the only option to save over your old mesh with a new mesh that has the identical file name?

So I've created a fantastic looking transparent textured glass material in SP to my liking using the pbr-metal-rough-with-alpha-blending shader.

I've exported my textures and imported into Unity, using the exact same mesh used in my SP project.

But I cannot get my transparent glass material to look the same.

What Shader and Rendering Mode should be used in Unity for transparent materials like this?

Thanks Wes

Running Windows 10 on my ASUS laptop with Sp v 1.7.2. Recently when I opened a SP project file which opens fine on the Mac, I received the following error

A TDR has been detected
The Application must close.

Does this have something to do with the
1-complexity of mesh
2-number of layers and or effects
3-an outdated driver

4 all of the above

I admit this is pretty discouraging as the SP project is NOT overly complex at all and I have never encountered this error in any other application.

Trying to master basic texturing using Substance Painter in a MODO to Substance Painter to Unity workflow. In the attached image you can see some pixel stretching along 1 face.(click to zoom in) The mesh is a basic SubD level2 export from MODO(frozen geometry). I am applying a 'Smart' material in Substance Painter. The mesh seems normal. The UV map though seems bizarre to my untrained eyes. When you encounter distortion or stretching like this in your textures, how do you normally correct?

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