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Topics - stefan

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1
I need to have control of the textures that substances generate, but when I set the "Components" to "RGB" and "Usage" in Substance Designer to "Any" and import the substance in Unity, the textures are generated as grayscale/Alpha8 textures.

How can I force all outputs to be the format that is specified in Substance Designer?


2
When I use:

Code: [Select]
SubstanceGraph _substanceGraph = _proceduralMaterial.Duplicate();

and then at a later time I do the following:

Code: [Select]
               
_proceduralMaterialMaps.QueueForRender();
_proceduralMaterialMaps.RenderAsync();
_textureMaps = _proceduralMaterialMaps.GetGeneratedTextures()[0];
_material.SetTexture("_TexMaps", _textureMaps);

I a yellow corrupt texture.

See attached picture.

I tried to also tried doing RenderSync() as well as doing GetGeneratedTextures() after a delay, but the textures are always yellow/corrupt.

Any ideas how to fix this?

3
I import a sbsar and I try to add an instance of the substance graph, so I press the + icon and then apply. The sbsar in Unity breaks (white icon) and I get this error message:

InvalidOperationException: The object Gas_Storm_normal was already added to the context.
UnityEditor.Experimental.AssetImporters.AssetImportContext.AddObjectToAsset (System.String identifier, UnityEngine.Object obj) (at C:/buildslave/unity/build/Editor/Mono/AssetPipeline/AssetImportContext.bindings.cs:37)
Substance.Editor.SubstanceImporter+<>c__DisplayClass49_0.<OnImportAsset>b__0 (UInt32 pOutputHash, Int32 pFormat, Int32 pChannelsOrder, Int32 pWidth, Int32 pHeight, Int32 pMipCount, IntPtr pPixels, Int32 pPixelLength)
Substance.Editor.SubstanceImporter.OnImportAsset (UnityEditor.Experimental.AssetImporters.AssetImportContext ctx)
UnityEditor.Experimental.AssetImporters.ScriptedImporter.GenerateAssetData (UnityEditor.Experimental.AssetImporters.AssetImportContext ctx) (at C:/buildslave/unity/build/Editor/Mono/AssetPipeline/ScriptedImporter.cs:19)
UnityEditor.AssetImporter:SaveAndReimport()
Substance.Editor.InspectorSubstanceBase:ApplyOrRevertChanges(Boolean)
Substance.Editor.InspectorSubstanceBase:DisplayRevertApplyGUI()
Substance.Editor.InspectorSubstanceGame:OnInspectorGUI()
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Using Windows 10, Unity 2018.1.0f2 (64bit) (I am making assets for Unity hence not the latest 2018.x build).

4
How do I reference the generated textures?

In native Unity2017.x I used ProceduralMaterial.GetGeneratedTexture
 (https://docs.unity3d.com/2017.1/Documentation/ScriptReference/ProceduralMaterial.GetGeneratedTexture.html)

5
I'm upgrading my asset to use the new plugin in Unity 2018.1 and I can't find a replacement in the API for ProceduralMaterial.isProcessing - does anyone know how to check the new Substance.Game.SubstanceGraph if it's currently rebuilding any textures?

6
Substance DesignerSubstance Designer - Feature Requests - Spherical Textures
 on: September 19, 2013, 07:39:54 pm 
Absolutely awesome product, I really enjoy working in Substance Designer and it's doing wonders to deliver small files to generate great textures.

One huge limitation for me, however, is that I need to texture map spheres either using Mercator Projection (like the traditional world map) or cube mapping.

I've tried to transform the generated tiled square textures but the projection needs to take place in the noise generators so I've been unsuccessful so far.

My request is:
* Support to generate spherical textures (mercator projection and/or cube map)

7
Hello. I have reported this as a bug to Unity but I thought it would be good to mention it here as well as it is probably in your interest for it to be addressed.

When I use the "Splatter" generator to splatter a bunch of shapes, e.g. "Thorn", it looks great in Substance Designer but in Unity all the shapes will often get gray or white square outlines.



Here is the SBS:
https://dl.dropboxusercontent.com/u/643622/temp/splatter-bug-unity.sbs

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