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Topics - Choix

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1
Hello wise folks,

I'm trying to build a substance graph that takes a color ID map of a model as an input and sorts out which material to use for what part according to this color input. With that I wouldn't need to have dozens of materials on one mesh and could generate my textures inside unity instead of having to batch export each set of textures.

Now as soon as I put e.g. one of the default PBR materials from substance designer into my material graph to choose from, when I import the .sbsar file into unity 2018 it doesn't show any parameters anymore and just displays a white sphere.

My question: 1. is there a more clever way to achieve my desired result or 2. what did i do wrong? :)

Cheers,
Choix

2
Hello,

I'm using the Automation Toolkit to produce variations of texures.

My problem: whenever I'm using a position map input for any node when exporting the textures everything produced by that node is pixelated (e.g. dirt). This seems to be a problem with the position map not being 16 bit but I've checked it and it is 16 bit. Do I have to care for anything else?

Inside Substance everything looks good and not pixelated but as soon as I export via script it becomes.

Best regards,
Choix

3
Hello,

I'm working on a code driven way to texture props and crowds characters according to set Color ID Maps with random variations of e.g. wood, fabric or metal materials. I want to choose randomly from a pool of e.g. different wooden materials to texture parts of the meshes.

Now for that I need a Multi-Material Switch node as I want to switch randomly between different e.g. wooden materials to texture one color on the Color ID Map.

I know that there is a Multi-Material Switch from the community (https://share.allegorithmic.com/libraries/1154) but there's a very big problem with that one:

When I try to access the exposed parameter of the Multi-Material Switch (what selection it has) and randomize it, the maps just come out all transparent. It seems like the node doesn't pass the parameters to randomize and I don't know why. It works if I use the built in Material Switch, which unfortunately only lets you switch between two materials. The Multi-Color/ Grayscale Switch also works fine for images.

In Substance Designer everything works perfectly but as soon as I try to access the exposed parameters via code they are not accessible. I'll attatch a sample setup that I would need, maybe one of you has a good idea how to solve this.

EDIT: If I just replace one of the Multi-Material Switch nodes with a shipped Material Switch node this one set renders out perfectly, with randomization etc. The others still don't.




4
Hello there!

I am trying to convert UV Tiled Materials and Dirt into a Tri Planar Mapped Material. This workes fine with this Tri Planar Material Node from Substance Share.

In picture #1 you see how the node looks applied to a blended material wood & metal, all fine. In picture #2 you see the dirt Generator applied (no tri planar), looks fine but with seams. If I now apply the Tri Planar Mapping node to the whole material result it looks like in picture #3. There's huge splats appearing and I don't know why. I've added my setup for picture #3 as a reference as well, maybe you know how I can achieve a nice tri planar dirt mask.

Best regards,
Choix

#1

#2

#3
#4 (Setup for picture #3)

5
Hey,

I'd like to process a large amount of meshes out of 3ds Max that have different material ID's assigned to them.

How do I extract those ID's in Substance Designer and assign one color per ID to use that color map later to assign different Substances? Or maybe I don't need the color map at all and can just assign Substances per given Mat ID?

Basically: Mesh with Mat ID's -> color map from Mat ID's -> assign Substances in Substance Designer.

Thanks very much.

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