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Messages - sabillano

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In a future update, we will be fully supporting HDRP and you will not have to manually hook up the textures. For the Usage, I just leave it blank as I am not relying on the integration to make connections for me.


I didn't see the Generate All Outputs checkbox on Unity, that's why I was going crazy exporting the Mask Maps. Solved. Also sounds good that you are supporting HDRP, I hope to see that update soon.

Thanks so much for the hard work you guys have been putting into this.

I have a question, I have been enjoying playing around with Unity's HD Render Pipeline, will there be any support for the new "Lit" shader?

Yes, we will be supporting the HDRP pipeline. I've been playing around with it as well and the Substance outputs work. In Designer, I made a packed map output for the HD Lit shader and was able to apply it.

1. Import the Substance with the custom mask map out. I created this in Designer using RGBA-Merge node
2. Create a new material set to HDRP/Lit.
3. Drag the substance outputs to the HDRP/lit shader input.

We are only missing the ability to pack the channels for the mask map. We will be adding that functionality.


Inside Substance Designer, which option of "Usage" did you choose for the Detail Map? I tried all of them, but when I export I can only see the Base Color, Metallic and Emissive.
Also is there going to be an option in the future to export as a Unity HDRenderPipeline/Lit Material, so we don't have to be linking outputs everytime?

Yes, we are using it on Unity 2017.1.1f1, we had to change the plugin a bit because the interface didn't work correctly, we also added Emissive to the Shader.


Can you please detail what you needed to change for the interface to work? I can let the devs know we have an issue with the shader in Unity.


Sorry for the delay, I completely forgot about this. If you give me an email I could send you the code we are using right now. I think it will be the best way of doing it.

As the title says, I installed the new Substance Painter 2018.1.0 on my Mobile Studio Pro 13. And it doesn't open anymore (opens and closes in 1 second, no other info/log, I suppose it is because of the VRAM), so I am stuck forever in older versions.

First you stop supporting Material Layering and now this.... I am really disappointed  :(

Substance Integrations - Unity - Re: Dynamic Layering issues
 on: February 20, 2018, 02:27:26 pm 
Yes, we are using it on Unity 2017.1.1f1, we had to change the plugin a bit because the interface didn't work correctly, we also added Emissive to the Shader.

I can´t get to update. I have a .sbsar with around 10 materials inside. I want to add a new material to the same sbsar but when reimporting to Unity it doesn´t update. 

Is there any way I can do it, without having to delete the old one, bring the sbsar again to unity and loose all my assigned materials??

This post is from April 2014. We still can't scale Susbtance Painter to 125%.... :o :o :o :o

BTW I read a solution somewhere, where you had to change a value in some qt.conf and you had Substance to 125% scale, the text was a little bit blurry but still better than having it at 100% or 150%
I did it before but now I updated to the new version and I can find the post anywhere.

It was in this same post.... ;D

Hi again...

It gets even better, with the version 5.5.2f1 of Unity the script UI gets messed up completely. 
Code: [Select]
Could not create a custom UI for the shader 'Allegorithmic/Material layering'. The shader has the following: 'CustomEditor = AlgLayeredMaterialEditor'. Does the custom editor specified include its namespace? And does the class either derive from ShaderGUI or MaterialEditor?
This is the message I got from Unity.

Then button for importing the .json does not exist anymore, all the things are placed in a wrong way.

Please Please Please update sooooon!

I changed the name but still have the same problem. I had it on Match by mesh name, if I change that option to Always the normals are ok, but it is not using the cage.... The cage name is named the same, it has the same material, the same Uvs.

Also might be important to notice that inside the same mesh I have different UV groups and materials. I think that is the problem here.

I will follow this post, because I have the exact same problems and more...  ;D

About the Normal maps what I do is basically have Normal Intensity 0 on the Materials. Because it always messed up my baked normals.

It is because they changed the name of the textures and inside the .json

It was exported as Mask_Opacity, now they export it as Mask_Blending_mask. But the importer to Unity is still on version one and looking for the Mask_Opacity instead of the new one. What you have to do is change the .json

Open the .json on notepad++ or another text editor and change it like this.

That should work, but there are other problems apart from this..... I am changing the importer in Unity so it works as it should but still I hope they release a new importer version soon.


I don't know why this happens, when I use a cage for baking the normals I have this result. The cage is made with the same geometry, so it has the same UVs and polygons. It is the last version of Painter btw.

When I bake the normals without the cage this is the result. It is nice, but still need some tweaks with the cage.

With the new version of Painter, looks that you change the format of exporting the .json file and the textures. Now the masks are called Mask_Blending_mask instead of Mask_Opacity.

The problem comes when you don't update the importer to Unity also. Now I can't import anything created from zero with the new version of Substance... because of the names the importer is looking for do not match with the new names.  >:( >:( >:( >:( >:( >:( >:( >:( >:(

Please update the importer ASAP!!

I have the MSP 13 the top one. I am using Substance in my daily work, I have no problem. So I suppose that with the MSP 16 it will work even better.
The only thing that is not working, is the 8k resolution, because of the VRAM. MSP 13 only has 128mb  :'( :'(

Hi Wes,

We manage to change your importer, and shader code. Now we import normal textures correctly, also we are able to use Emission maps with your shader, being able to change each of the four materials intensity.

Right now everything is working for us except the .json file, it still messes the path of the materials, with the new version 2.5 I still have something similar: "//restored_from_cache0/56635753a878472ac203a6653cc2b885ae7654fe.sbsar/A320_Plastic_White"

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