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Messages - pdub87@gmail.com

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1
ok so when I install "Substance in Unity" it spews all this stuff into my Plugins directory.. any chance in the future versions you could put it all in one directory under plugins?  I mean, I think i can just manually move the files, but it's just a suggestion. Kind of unorganized as is.  Thanks


2
in this page here...  https://support.allegorithmic.com/documentation/display/integrations/Upgrading+2017.x+projects

the steps tell you to "Delete the Plugins folder" from your project entirely. Not a good idea, since lots of other plugins install themselves into this same folder. I almost deleted it, and I was like wait a minute  :o.. haha

It should probably instruct people instead to delete the files that were installed instead?

3
Cross posting this from another thread - I was googling around and this was one of the top results, but didn't have concrete implementation steps, so here's what I did. Hopefully helps someone..

I created 2 parameters
  • Scale - float2. X/Y. Defaults 1/1
  • Rotate - float. 0-360

Create new function on transform matrix, and implement as per Jeremie Noguer suggestion. For my Scale parameter, I want to use a scale factor (like 1 = 100% scale) so that's why I'm multiplying scale by 100 in the function.


4
sorry to necro thread. Even with the info above it took me a few mins to get this workign like i wanted. So here's how i did this..

created 2 parameters
  • Scale - float2. X/Y. Defaults 1/1
  • Rotate - float. 0-360

Create new function on transform matrix, and implement as per Jeremie Noguer suggestion. For my Scale parameter, I want to use a scale factor (like 1 = 100% scale) so that's why I'm multiplying scale by 100 in the function.


5
Everytime I go to expose a parameter I am mumbling profanities under my breath as I scroll down through 100 other parameters to select "new" to add a new parameter.

I have outlined my experience here, along with a possible solution at the end.
http://www.evernote.com/l/AK0C0nSRKpNMgpbIMx39tvleOn1jcFpjebE/

TL;DR: perhaps you could make it work like this:


I didn't change the labels in the above pic so obviously those doesn't make sense, but you get the idea.. streamline it a little bit.

6
I filed this under a substance designer suggestion too... basically it seems like substance spec/gloss shader is looking specifically for the "specular" output and "glossiness" output.

But, you can't have a Specular (RGB) Glossiness (A) output, even if you are in substance designer and have an output with those maps specified, it still can't find the specular and gloss from a single output.

This issue is also a problem in B2M standalone, when you are using the B2M3 Unity, it has Specular (RGB) Smoothness (A) map, and it seems like the shader can't detect the correct outputs.  So it's pretty hard to use the B2M3 Unity in the standalone viewer when you have no way to view changes to the specular / smoothness map.

7
Thanks for the feedback, it seems the "Fit" mode behavior of the 2D view is not perfect.
For now, the fit mode is only activated when you select it, but isn't updated if you modify the window size.

A possible modification we can do is, if the 2D view is set on "Fit" mode, automatically rescale the image if the user change the window scale.
This way you always get something adapted to the window size.

That would also work!

8
I'm working on substances for unity, and I want to output a Specular (RGB) Gloss (A).

I don't need a standalone Specular output + Gloss output. But, it seems like the Substance Designer shader requires these two maps in separate outputs.

If possible, could the SD shader detect my output that has Specular (RGB) Gloss (A), and use the single output? As it stands, I need to have Specular + Gloss outputs in my graph that I don't need.

It's really kind of a pain, there's several things I need to do every time I publish a substance. I have to delete the outputs that I don't need. I also have to reset the Base Output Size to parent x 1. Then I have to undo those changes after I publish the sbsar.

Link to this on User Voice

9
SubstanceSubstance - News & Announcements - Re: Feedback via Uservoice
 on: December 08, 2014, 03:05:28 am 
They either need to kill these feature request forums, or get rid of user voice. Till then I am double posting in both spots.. I don't know which one to use.

I prefer the forums as uservoice is pretty limited. I can't even edit my posts there, and I have a maximum number of votes.

PLUS - this drives me NUTS - on Uservoice, the text box that you type in is TINY:

10
SubstanceSubstance - News & Announcements - Re: Feedback via Uservoice
 on: December 07, 2014, 10:36:26 pm 
Would be nice if you could edit the ideas that you post in the Uservoice. The only option is to delete, or add comments.

11
Should sticky this in the substance designer feature requests forum as well.

13
Daniel, make sure your color output is enabled - BaseColor (for metal shader) or Diffuse (spec/gloss shader).

This happens to me whenever I create a new B2M3 project because I use the specular/gloss shader, but by default the Diffuse/Specular/GLoss outputs are not enabled in B2M3.

Quick fix would just to be turn all your outputs on, and it should appear regardless of which shader you're using.

14
In the "Export as Bitmap(s)" dialog, you can use different patterns in your "Base name pattern". It would be cool if there was a pattern for the Main Input filename. So for example, if I import a Main Input file: "bricks.jpg", I could use the "Main Input pattern" and it would spit out "bricks".

That way, I could use a "Base name pattern" that would spit out files like "bricks_BaseColor", "bricks_normal", etc.


I think this pattern could probably be part of the default "Base name pattern" - currently, it is %G_%O,  but it doesn't really make much sense for the Graph Name to be part of the base pattern in Bitmap2Material, since the graph name is "bitmap2material"...

15
It'd be awesome if you could hit the 'F' key to "Fit" the texture to the 2D viewport, like in substance designer.

Thx!

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