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Topics - nick_10

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I had to rename one of the parent folders containing all my custom Substances. I was a little worried that the linked files would be messed up, but they were fine. Whew!

However, none of my custom Substances or custom weathering effects are appearing in the Library anymore. I tried clicking the "Rebuild Database" button under Tools > Preferences > Library, but that didn't seem to help. I also tried changing things about the Substances, unchecking/rechecking the Show in Library toggle and then resaving, but that didn't help either.

At this point, I have no idea how to make them reappear in the library. What should I do?

I feel like my workflow between SD and SP has a lot of unnecessary steps. Right now my workflow looks like this:

- Create basic Substances in Substance Designer
- Publish Substances from Substance Designer for use in Painter
- Import published Substances into Painter project
- Brush the Substances onto models in Substance Painter
- Export base color, metal, rough, and height maps from Substance Painter
- Repackage exported SP maps as a single Substance in Substance Designer

It would be nice to be able to batch-publish multiple packages from SD all at once, rather than publishing, waiting, publishing, waiting... etc. I also wish Painter could export all the maps as a single Substance, rather than individual maps that I just reassemble myself. Substances are a great way to keep multiple maps in a portable format, especially for use in game engines like Unity 5. When I use SD to simply link the maps to their final outputs, I can't help but think the process could be automated, or at least partially automated somehow. I also wish there was a stronger link between SD and SP, such as a shared Substance library. Why can't I keep my SD library for use in SP? Can I add materials to the set of "standard" materials?

Am I thinking about this in the correct way, or should I make changes to this workflow? I feel like I'm missing a checkbox or a concept somewhere. :)

I have a new Wacom Intuos Pro drawing tablet that I'm using with Substance Painter, and it seems to work great. However, the only way to preview the pressure on either the brush size or brush flow is to paint on the actual model. Pressure sensitivity doesn't show up in the preview area.

I've used Substance Designer and maps from to create a shipping container model. Now I want to paint on some additional details and decals using Substance Painter. When I load the model into Substance Painter, the viewport lighting/shading looks different, even with the same panoramic environment. More importantly, the height map doesn't seem to do any kind of distortion on the geometry. The height map is definitely in Substance Painter, and it does effect lighting, but for some reason it's not distorting geometry like in Substance Designer.

How can I make Substance Designer and Substance Painter look consistent? How can I see the height map distortion in Painter? See these screenshots:

I frequently need to switch the color mode on some of my source maps. It would be nice to be able to do this more quickly. Right now, I need to click each individual node one at a time, and then click either the "color" or the "grayscale" button.

It would be *way* faster to just ctrl+click on each node I want to switch, and then get them all at once with a shortcut key. Even just batch editing or just the color mode shortcut key alone would be great, but both together would be doubly awesome.

Would it be possible to align nodes kind of like the layer alignment tools in Photoshop? I've attached a screenshot of these tools in Photoshop so you can see what I mean. I've also attached a screenshot of one of my graphs as a visual aid.

Some background: When I'm designing Substances, I like to make my graphs neat so that they're easily understandable. Due to the way that nodes are designed with inputs on the left and outputs on the right, graphs naturally flow from left to right. When I'm just piping a source image on a fairly linear path towards the output, I like to keep the node lines in a straight line so that I can understand the progression from one node to the next. I also like when lines are curvy so that, visually, I can tell when an output is stepping out of that linear flow and going somewhere else.

What drives me insane is when my straight lines aren't *quite* straight, or when a vertical column of nodes doesn't *quite* line up. It has no bearing on the final output of the Substance, but having neat looking graphs helps me to quickly scan my graphs and understand the flow of data. Being able to proportionally space a row of nodes in a linear pipeline would also be helpful.

This is probably a crazy thing to ask (either for technical reasons or business reasons), but would it be possible to use a Unity 5 viewport inside of Substance Designer somehow? Fortunately the results going from Substance Designer to Unity 5 are fairly predictable if you do everything right (I'm using the metal/rough workflow and outputting a metalness/smoothness map for Unity). Even so, there are enough differences that I end up tweaking a few things after seeing them inside Unity.

At the very least, are there some better post-processing settings I could be using that would more closely match a typical Unity viewport?


I have an airplane scene that's composed of several different objects (fuselage + wings, engines, landing gear, tires, etc) that I plan to use in a Unity 5 game. Should I use multiple graphs in a single Substance to create my materials? Or, should I create multiple Substances and then apply one Substance to each object.

Here's a screen cap of the landing gear in Substance Designer that might help explain what I'm talking about:

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