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Messages - Rafartist

Pages: [1] 2
1
Thanks for clarifying my question.

Regards.

2
Dear Substance Team,

I see a lot of information about using Substance Painter materials in Keyshot software, but I can not find the workflow of another way around, I mean: How to use Keyshot materials in Substance Painter?? It is possible?

I hope you can help.

Thanks.

4
Dear Substance Team,

I see a lot of information about using Substance Painter materials in Keyshot software, but I can not find the workflow of another way around, I mean: How to use Keyshot materials in Substance Painter?? It is possible?

I hope you can help.

Thanks.

5
Thank you!

6
Hi,

I am Substance Painter user, and I saw a new window in your official website that says you can use up to 30 substances from Substance Source monthly if you link your Epic account, being an UEP member. I read the description of UEF member in the link you provide but I have no absolutely clear what it is. It is a paid subscription form Unreal developers? If there any way of being UEP member for free at least for small indie companies?

Thanks.


7
Substance Integrations - Unity - Re: Game performance
 on: February 28, 2019, 11:28:45 pm 
That's true, but since the tiling is on the material, instead of on the mesh renderer, it means you can't easily create objects of arbitrary sizes. So, if one of you planes is 10x10, but another should be 8x8, or 10x5, the textures wouldn't line up properly if they were all using the same material. You'd either end up creating lots of materials that share the texture (where each material has different tiling), or you'd want to programmatically change the tiling settings of the materials at runtime. Either is fairly cumbersome. Compare that to the ease of using ProBuilder.

I started using ProBuilder a couple of years ago at just about the same time I started using Unity. Trying to create rooms using just Unity planes and cubes was a nightmare.

I dowloaded ProBuilder and I am giving it a try. Also I discovered ProGrid, that it seems similar to perform games where you create a a town by grid, like the one that I am creaing in Unity. Thanks by the advice!

8
Substance Integrations - Unity - Re: Game performance
 on: February 28, 2019, 11:27:06 pm 
@Rafartist

Very sorry for the late reply on this : ) I think you should look at using your plane as a 1x1 quad. As you said, you are getting the best texel density in that  1x1 quad. Also, if you have them as separated quad mesh tiles, you can then use occlusion culling to keep performance in check. I don't use pro builder so perhaps this has a more automated approach.

Cheers,
Wes

Thanks Wes

9
Substance Integrations - Unity - Re: Game performance
 on: February 21, 2019, 12:00:02 am 
Is there a reason you need to specifically use small Quads for this? Keep in mind that each quad is composed of a mesh collider with a fairly large number of triangles. If you're literally creating thousands of them, I might expect performance issues merely from the colliders alone at some point. Nevermind that having thousands of objects in your scene would be a nightmare to maintain. Maybe you're generating everything procedurally? In that case, I'm sure there are better approaches.

Anyway, I recommend you look at ProBuilder. It's free in the package manager. It handles the tiling/repeat of textures on large surfaces. So, you could create a single large surface as big as you want, and repeat the material texture over it without stretching the material.

Thanks by responding. I ask you about ProBuilder: the function you mention is not already included in materials setting in Unity by default? I mean, you can tile your materials in Unity choosing with and height of the tiles.

10
*I WROTE THIS QUESTION ONE WEEK AGO AND NO ONE OF THE STAFF REPLY SO I WILL TRY AGAIN

Hi,

I have a question about performance in Unity through SP:

I attach a photo of the same Cracked substance from Substance Source in Unity Quads with 3 different sizes just for testing: 1x1m, 5x5m, 10x10m. The three Quads have a Resolution of 256, as specified in the Target Settings specifications.




Obviously the smallest 1x1 meters has the best resolution because it is the same texture spread in a smaller Quad, but I have the problem of having to use thousands and thousands of Quads to fill the floor the level withouth loosing quality.

So taking into account that my game has to run in mobile devices...My question is as follow: what setting do you recommend me using (size of texture and size of quads) to fill a level floor keeping the texture quality and a good performance?

I hope you can help,

Regards,

Rafa

*Please keep this awesome Allegorithmic team despite you have a new owner

11
Allegorithmic Team used to reply fast to his user's questions!

Why no one reply??

13
Substance Integrations - Unity - Game performance
 on: February 07, 2019, 07:59:52 pm 
Hi,

I have a question about performance in Unity through SP:

I attach a photo of the same Cracked substance from Substance Source in Unity Quads with 3 different sizes just for testing: 1x1m, 5x5m, 10x10m. The three Quads have a Resolution of 256, as specified in the Target Settings specifications.




Obviously the smallest 1x1 meters has the best resolution because it is the same texture spread in a smaller Quad, but I have the problem of having to use thousands and thousands of Quads to fill the floor the level withouth loosing quality.

So taking into account that my game has to run in mobile devices...My question is as follow: what setting do you recommend me using (size of texture and size of quads) to fill a level floor keeping the texture quality and a good performance?

I hope you can help,

Regards,

Rafa

*Please keep this awesome Allegorithmic team despite you have a new owner


14
Substance Integrations - Unity - Re: DISPARITY IN VISUALS
 on: January 22, 2019, 10:44:53 am 
I don't find any setting for this issue in the forum:

When textures created in Substance Painter are displayed in Unity, it looks enormously different, what is the best setting to make the Unity´s visuals looks almost the same than SP?

I hope someone could help.

Thanks.

I attach the pic showing simultaneously the same mesh in Painter and Unity through the integration plugin. Both have an hdri background pointing in the same direction of the mesh, and then applied a texture Gold from Substance Source, and the result in Unity is like having "dirt" in the surface. I tried with several materials and smart materials and the difference is always notable. It would greatly be knowing how to set Unity to "compensate" the differences between rendering engines.

Thanks.

https://www.dropbox.com/s/rlrbbfdppcmxg2i/DifferentSurface.PNG?dl=0

Hi,

This looks like the roughness map is not being interpreted correctly in Unity. You need to uncheck the sRGB box on the texture in the Unity inspector.

Cheers,
Wes


By default, Unity´s materials use Smoothness rather than Roughness (attached photo), so I lowered the Smoothness from 1 to 0.5 and I solved the issue.
Anyway your response made me acknolwedge where was the problem, so thanks a lot !!

Rafa,


Hi Wes,

Lowering the smoothness is not the best way to fix the issue. You should export a "smoothness" map from Painter. If you export using the Unity Standard metal preset, it will convert roughness to glossiness and pack this into the alpha of the metallic map. Did you use this preset?

Cheers,
Wes

Hi Wes,

I didn´t know about this smoothness integration in the alpha channel of metallic map, and I guess I am already exporting these textures in this way because I use Live Link Substance Painter - Unity plugin, and I don´t know the Texture Settings that use this plugin for exporting. ? but in the auto exporter Metallic map you can read MetallicSmoothness (photo).

Furthermore, I realized that the plugin automatically "drag and drop" the texture maps into their Unity´s material socket box, but only 3 of them: Albedo, Metallic, and Normal, but the AO and Height maps are not automatically used (they appear in the automatically created in Unity SP_Textures folder) despite you can manually drag and drop them. I do not know untill what point it can influences.

So question: ¿Is there anyway of setting Live Link Substance Painter - Unity plugin to automatically export in Unity 5 Standard Metallic way? or any another personalized setting?

Rafa,



Hi Rafa,

Currently we don't have a solution for the AO and Height. We have tickets to address these workflow issues. We need to make sure the live link also works with the AO and height. We are now solely focused on the engine part of the plugin and once that is completed, we will go back and fix the issues with live link. I'm sorry I don't have a better workaround at this time.

Another thing to check for the disparity issue. You need to have the Color space set to linear in the Player Settings for the Unity project. I think Unity is defaulting to gamma space and this is not correct for physically-based rendering setup.

Cheers,
Wes

Many thanks for your help!

Regards,
Rafa

15
Substance Integrations - Unity - Re: DISPARITY IN VISUALS
 on: January 19, 2019, 10:23:40 am 
I don't find any setting for this issue in the forum:

When textures created in Substance Painter are displayed in Unity, it looks enormously different, what is the best setting to make the Unity´s visuals looks almost the same than SP?

I hope someone could help.

Thanks.

I attach the pic showing simultaneously the same mesh in Painter and Unity through the integration plugin. Both have an hdri background pointing in the same direction of the mesh, and then applied a texture Gold from Substance Source, and the result in Unity is like having "dirt" in the surface. I tried with several materials and smart materials and the difference is always notable. It would greatly be knowing how to set Unity to "compensate" the differences between rendering engines.

Thanks.

https://www.dropbox.com/s/rlrbbfdppcmxg2i/DifferentSurface.PNG?dl=0

Hi,

This looks like the roughness map is not being interpreted correctly in Unity. You need to uncheck the sRGB box on the texture in the Unity inspector.

Cheers,
Wes


By default, Unity´s materials use Smoothness rather than Roughness (attached photo), so I lowered the Smoothness from 1 to 0.5 and I solved the issue.
Anyway your response made me acknolwedge where was the problem, so thanks a lot !!

Rafa,


Hi Wes,

Lowering the smoothness is not the best way to fix the issue. You should export a "smoothness" map from Painter. If you export using the Unity Standard metal preset, it will convert roughness to glossiness and pack this into the alpha of the metallic map. Did you use this preset?

Cheers,
Wes

Hi Wes,

I didn´t know about this smoothness integration in the alpha channel of metallic map, and I guess I am already exporting these textures in this way because I use Live Link Substance Painter - Unity plugin, and I don´t know the Texture Settings that use this plugin for exporting. ? but in the auto exporter Metallic map you can read MetallicSmoothness (photo).

Furthermore, I realized that the plugin automatically "drag and drop" the texture maps into their Unity´s material socket box, but only 3 of them: Albedo, Metallic, and Normal, but the AO and Height maps are not automatically used (they appear in the automatically created in Unity SP_Textures folder) despite you can manually drag and drop them. I do not know untill what point it can influences.

So question: ¿Is there anyway of setting Live Link Substance Painter - Unity plugin to automatically export in Unity 5 Standard Metallic way? or any another personalized setting?

Rafa,



Pages: [1] 2