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Messages - Gaetan Lassagne

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You have to bake the maps if you want to do the material compositing directly into Substance Designer. (to generate something "static" for a special mesh).

If you need to have something dynamic (possibility to change the vertex paint directly into Unity, or an other engine), you'll have to use a custom shader (or use an existing system).
The idea is to use the vertex paint input (modified by painting or code) as a mask between different set of textures. The substances don't provide any shader, they only generate textures you can use in Unity materials.

Yes you can do it directly into Substance Designer, here are the main steps:
- Link your model to your Substance package. It can be a low poly version of your mesh, not necessary the one with vertex paint informations.
- Right click on your mesh in the "Explorer" window and select "Bake model information"
- Select the "Vertex Color Map from Mesh" baker. You can now select a "High Definition Mesh" (the one with vertex paint :) ). It can be the same mesh.
- You can then bake the map, and change the settings if necessary.

Once you get the Vertex color map, you can use a "Grayscale conversion" node, or use the "Color to mask" filter in the library to get the different areas.

Hi f1r3,

You need to change the "Position" map format to PNG (to have a 16bits precision). Select the axis you want (Y for example) in the bake window, this way you'll get a grayscale file you can use directly in the filter. Also, be sure that the corresponding node (in your graph) is in 16 bits ("Output Format" in the parameters window).

Hi hd_,

What you can try (it's not perfect, but it can be a workaround) is to drag n'drop the node you need to visualize (not necessary an output) -using right click- in the 3D view.
You'll then have the possibility to use it in the channel you want.

You can also drag n'drop it from the package resources if you want to use a linked (/imported) bitmap.

Hi Thomas,

If you want to use special maps (from other softwares), you just need to link them to your Substance file.
Here are the main steps:
- Save (/bake) your map from Modo to a bitmap file (you need to render it as a texture/bitmap)
- Open your Substance file (or create it)
- Right click on your package and select "Link"=>"Bitmap" (or import if you don't need to modify it later).
- Then you can drag n'drop your bitmap(s) from the "Resources" folder to your graph.

I'm glad it helped!

For now, nothing official regarding a new version of the B2M filter, but thanks for your feedback, it's noted. :)

Regarding the material, you just need to drag n'drop your Substance outputs in a "classic" Unity material (which use the Marmoset shader you need). Here are the main steps:
- Right click in the asset view in an empty area and create a new material.
- Change the shader type of your material (Marmoset/Bumped Specular IBL for example).
- Then, drag n'drop the generated outputs you want to use (from the B2M Substance) to your material slots. You can also use the "Select" button.

This way, you use the Substance to generate the outputs (=textures), but you don't use the material assigned to it.


Yes you're right regarding the "Generated Outputs" channels, that's where you can modify the settings regarding channels mapping.
At the bottom of the Substance properties, you can choose what you want to use in the alpha channel of the corresponding output. By default, you get the source alpha (=the default alpha of the corresponding output), but you can use other channels as alpha.

In this case, if you use the "Source" alpha, you'll get something white. You have the possibility to change the gloss value uniformly to have something which can fit with your material type.

Unfortunately, there is no "Glossiness" map generated by the current version of the Bitmap2Material.

An important point: create a new Unity material instead of using the material directly assigned in the Substance to avoid some issues. Some outputs assignation can behave incorrectly.

A workaround (not perfect, but which can help if you need something really specific for the gloss map, and don't really care about the specular sharpness) is to use the height as a specular (you can adjust it with the "height" related parameters to have something more correct) and your specular as gloss. Here are the main steps:
- In the Substance properties, put the "Specular" in the alpha of the "Height" output (as in the picture below)
- In your skyshop material, drag n'drop your height in the "Specular/gloss" slot.
- You can now adjust the gloss with the "Specular" parameters in the Substance. And your Specular with the "Height" parameters.
You can also adjust them using the global parameters of the shader (Specular and Gloss values).

Hope it will help you even if it's not perfect.

The sbsmutator uses the base sbs (with the "input" nodes) as a "filter" in the new sbs (the "specialized" one) you will create.
This way, if you modify the filter, you'll not have to create the sbs again (we preserve the "non-linear" workflow), you'll automatically get the modifications.

The location where you'll create the new sbs is important because the dependencies paths are based on it.

For exemple if you use the command line provided by ecolvin, your resources will be in the "C:/subFolder" and your sbs file will be created in "C:/subDest".
If you do it this way, you'll get this kind of dependence: "../subFolder/".

The best solution is to create the "specialized" sbs in the same folder (with all your resources).
You just have to copy this folder on another computer and all the dependencies will be correctly found.
If you need to use the Substance on another computer, but don't need to modify it, you just have to use the sbsar.  :)

It seems to be something related to the dependencies.
The "" filter doesn't have any dependence that's why you haven't any problem with this one.

If your sbs use Substance resources (noises, filters, etc.), you need to include the path in the command line.

Please, try to add this (modify the path if necessary):
Code: [Select]
--includes "C:\Program Files\Allegorithmic\Substance\Designer\3.x\resources\packages"Let me know if it helps

As we discussed in the other thread, there is indeed an issue with the sbsmutator (in the 3.6 version), we will fix it in the next release (which will be available as soon as possible, hopefully early september).
You can use the 1.5.2 version if you need the sbsmutator while the new version is not available.

Thanks for your feedback  :)

Thanks for your feedback Sergei.
There is indeed an issue with the sbsmutator (in the last, 3.6 version), we will fix it in the next release (which will be available as soon as possible, in September).
You can use the 1.5.2 version if you need the sbsmutator while the new version is not available.

Best regards

Hello ecolvin,

Your command seems to be correct: I tried it on my side, and it works.
In any case, when you launch it in the command window, you should get an error message if something is wrong, not a crash.

Just to be sure everything (related to the resources) is fine, can you please confirm me that the "Big_Rock_AO.png" is already present in "C:/subFolder"?

The "Ao" and "Curvature" maps are necessary for the substance creation, that's why you need to Bake them before you create the sbs file. The resources (maps) and the sbs need to be in the same folder when you create the "specialized sbs".

Another test you can do (to confirm it's not related to the resources):
- Launch the maxscript
- Select the same folder for the source and the destination
- Bake the mesh informations (using the "Bake!" button)
- Then click on the "create the sbs files" button

If it still not work, can you please provide us the version number (using this command: "sbsmutator.exe --version").


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