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Messages - Rowlan

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1
Problem is that asset developers are already removing Substance from their assets to make the assets compatible. This means also that you can't even use bugfix releases of the assets anymore and you are stuck. I read that 2018.1 is targeted for a release in March. In Unity terms that's usually end of March. So that's a very long wait.

2
Are you planning on adding another subscription model? When I look at Source, there's approximately a 100 Materials I'd like to buy.

I already have the full Indie subscription. Of course everyone could purchase a Source subscription for 10$ a month and then cancel it, but that'd be overkill and you'd have to wait months to get all of them because of the 30 assets per month limit. I'd also pay 40$ instantly to be able to download them, but that's not possible either.

3
Questions:

* What about existing assets that rely on the old plugin? Will the new plugin be fully backwards compatible or do asset developers have to make adjustments? Given the time it takes Unity to review a changed asset, which can be 1 month (!), assets which rely on the plugin might not work for a long time.

* Are asset developers allowed to include this plugin like they do with e. g. the postprocessing stack or parts of the standard assets unitypackage? Or will downloading the plugin from the store become a precondition?

* What means deprecation, i. e. will the old plugin be classified deprecated and still be available or will it be removed with 2018.1?

* Will the plugin work without Source subscription? I use my own materials, I don't use Source.

Concerns:

* Some things most probably will not work, given history of bugs in Unity with every release. So an early beta would be really appreciated during the 2018.1 beta phase instead of after release.

Thank you very much!

4
Substance Integrations - Unity - Re: Unity 2018.1 Support
 on: January 01, 2018, 12:38:05 pm 
What exactly does this mean for asset developers who use Substances? I guess the assets won't work out of the box then anymore, don't they?

Are asset developers allowed to include this plugin like they do with e. g. the postprocessing stack or parts of the standard assets unitypackage? Or will downloading the plugin from the store become a precondition?

Will the plugin be free or do you have to pay for it?

Why is there a cut off instead of a transition? I'm just wondering about the release with the public version of Unity instead of having it in the beta phase.

Will you put live link from substance share as well on the store?

5
I'm using Substance Link with Unity in order to paint on a model I bought. In Substance Painter I get this error:

[Plugin - unity-link] Material is not correctly linked with Unity

Any idea what it means and how to prevent it? In Unity the original materials are okay in the viewer. I even created a new material and assigned it to the mesh, same error. What is the requirement for linking a material correctly with Unity?

6
Substance PainterSubstance Painter - Technical Support - Favorites
 on: November 10, 2017, 12:04:22 am 
Is it possible to have favorites in substance painter, e. g. tag some materials with a special flag and find them using that flag? I really don't want to create a shelf for that and duplicate materials.

7
First: The SP Unity SP Plugin is awesome ;D

Bug: I created a .blend file in the Unity asset folder. Unity auto-imported it using the "under the hood fbx converter":

https://docs.unity3d.com/Manual/HOWTO-ImportObjectBlender.html

The Send to Substance Painter menu item was active on the model, so I pressed it. However, that doesn't work, it just crashes SP. It works just fine with .fbx files. So maybe you should disable it, better yet would be if that could work, if possible at all :)

Feature request: Would it be possible to put the unitypackage of the SP Unity Link Plugin on the Unity Asset Store? It would be super convenient to import it from there.

I guess I know the answers already, however I thought I mention it in case they might still get addressed.

8
It would be great if you could store the panel positions or dimensions. Example: when you load a new file you have to bake the textures. However the textures settings panel is very small and has a scrollbar while the layers panel which is on top of it is very large and empty. Now you have to scroll down to the bake textures button in order to reach it.

As an alternative it would also be possible to bake everything in or after you hit "ok" in the "new project" dialog.

9
I tried that, went even higher. It works while everything is loaded. But once I restart SP everything starts all over. I downloaded 3 of the free substance source materials, their sizes are between 40 and 60 mb. Now starting SP takes even longer. And that on an SSD. I had to delete these 3 again. It would be great if the re-caching wouldn't have to be done every time you start SP.

10
When I scroll through the alphas (I have about 800) the thumbnail information is lost all the time. Even after the thumbnails were already loaded once. No matter if I scroll up or down, I get a big plane of circular arrows. A few seconds later it loads the alpha thumbnails. All the time. When I scroll down and up again, that information is lost. And that even on an SSD.

This happens in SP 2017.1.0

11
Every time I start SP it analyzes the assets (alphas, materials, smart materials, etc) over and over again. All of them. I'm not familiar with the details behind that, but I assume the asset data itself would only be needed once you use it? Would it be possible to simply cache all the analyzed assets as thumbnails and only load them once they are being used?

I bought lots of alphas recently and now it takes quite a while until SP is finished with the scanning of them when I start it.

It's also very irritating that once you think it's finished you try to click on something and all of a sudden the whole shelf content changes because it still wasn't done loading.

When I scroll through the alphas (I have about 800) the thumbnail information is lost all the time. Even after the thumbnails were already loaded once. No matter if I scroll up or down, I get a big plane of circular arrows. A second later it loads the alpha thumbnails. All the time. When I scroll down and up again, that information is lost and I'm back at circular arrows. And that even on an SSD.

This happens with SP 2017.1.0.



12
As a follow-up to the question here:

https://forum.allegorithmic.com/index.php?topic=15731

a few suggestions:

* A quick button next to the spacing value to set it to 100 would be handy.

* Stitching the alpha images one after the other depending not on the real image size, but on the bounds that are determined by all the pixels that aren't transparency values.

* And while in straight line painting mode it could come in very handy to show the full preview of all the alphas that are drawn along the line, not only the destination alpha. Otherwise currently it's just trial and error to stitch alphas one after the other.

* Also this sine wave brush preview ("Properties - Paint" panel) doesn't make any sense at all, at least not to me. I can't see any purpose of it, especially when the size changes in the preview. Having an option to preview the brush strokes as a straight line would be great.

* Absolute number of alphas that are drawn along the line. If you implement that, changing that absolute number via mouse wheel while drawing the line would be helpful.

Thank you very much for your consideration!  :)


13
Thank you, that's absolutely nowhere visible or noticable and it makes the default value of 20 look arbitrary. All you can see in the documentation is this:

"Spacing : when doing long brush strokes (like drawing a line) this parameters will control the space between each stamps performed during the stroke."

It would be great if you could at least update the documentation in that regard, that's very important information. A quick button next to the spacing value to set it to 100 would be handy.




14
I have a cylinder and want to fill its surface with an alpha pattern. But the pattern should be stitched, i. e. one image should be exactly after the other. Is there an automatism for that?

I know there's e. g. the "draw straight lines" option. But for that I have to use spacing and the subsequent alphas usually overlap or you see separation.

15
Yup, this is planned.

Does this work already? I don't find an option.

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