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Topics - dnl.decarlo

Pages: [1]
1
Substance Integrations - UE4 - Visible If boolean issue
 on: January 29, 2019, 03:27:44 am 
Hello everybody,

I have an issue with visible if on boolean parameter.
I want the parameter to be invisible so I am writing the expression

input["Identifier_boolean"] == false

The default settings is set to true, so it should be invisible, It works if I switvh in preview mode, but in UE4 is visible.
Is there any thing I am missing?

Thanks a lot,
Daniele

2
Hello guys,
do you know how to make my procedural normal map visible even in the side of the obj. like a falloff or fresnel effect to push the normal visibility also in the side of the obj?

Thanks a lot

3
Hello everybody,

I created a sbs that uses custom input images as textures.
In Unity the select texture icon appear in each input, but actually I cannot change any of the inputs.

Can anyone knows how to fix it?

Thanks a lot

4
Substance Integrations - Unity - SBS/SBSAR in Unity 2018
 on: August 21, 2018, 09:46:54 am 
Hello guys,
is it normal that sbs and sbsar are not working in unity 2018?

everything works with previous versions but with the update I am facing serious issues.

Thanks a lot,
Daniele

5
Hello everybody,
I am facing an issue. I am working with a simple cube. I want that the material reflect everzything so I put my paint layer with color on white / roughness at 0 and metallic to white. Everything works fine and as result I have a mirror effect as expected. As I add some layers (masked layers with different rougness amount) the roughness of the original leayer get blurred and I loose the mirror effetc on the unmasked part of the object.

As anyone experienced that issue?
If I start the project from the beginning it works perfectly but as some point I loose the mirror effect again with a blurred roughness as result.
Thanks for any support.

6
Substance DesignerSubstance Designer - Discussions - DOUBLE SIDED IN SD
 on: February 20, 2018, 05:13:06 am 
Hello everybody,
can anyone help to figure out how to have a double sides shader in SD? I need to create the substance for a floor behind a wall with an opacity mask. Unfortunally without an alpha test/double sided the floor is totally trasparent behind the wall the has an opacity mask connected. It seems a backculling issue that I can fix easily in Unity, but I need to create the substance before, and i cannot if I can t see the floor.

Thank you everybody

7
Hello everybody,
I am new to SD so I want to ask some help. I painted all the textures in SP in linear workflow. Now I am trying to import in SD, but all my texture seems to be in sRGB. If I try to import the textures exported from SP in Unity and set the Unity color setting in Linear everything works perfectly. So my question is: where is the problem in SD? why the 3D view of SD show me really bright (like gamma corrected) textures, so different from the SP 3d view?
I am trying to find a converter node from srgb to linear but I cannot find it in SD.

Thank you so much for any support you could give.
And sorry if is a stupid question for advanced user.

Enjoy,
Daniele

Pages: [1]