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We are selling a level geometry asset pack on unity's asset store that use substances that we've created.
I want to create a video showcasing how our asset can be expanded upon using other substances, and as such I want to know if it is ok to showcase setting up an account on substance share and using these substance with our asset pack?

I assume it is ok since one can create a free account, and download  and use the substance on the site freely. But I want to make sure before I do all the work.

Is there an ETA on when the plugin will support the flood fill node in Unity?

Hi everyone, we spent some time to fix several bugs including issues in the 2D view.
We will officially release beginning on next week but meanwhile we wanted to make it available to you before the weekend via the following links:


Is there any way for us who own Painter on steam to use this? I downloaded it, replaced the files in my steam folder, and then I got asked for a product key. Problem is that steam does not show the product key.
Any timeline for when the update will go live on Steam?

As the title says. Is there a way I can append 1024, 2048, 4096 etc to the name of the exported textures? Like $textureSet.
I would like to be able to add $textureSize.

Is this already in there somewhere or should I add this to requested features?

Add an Ambient Occlusion channel to your texture set, find the MatFx HBAO filter in the shelf, drag and drop it on top of your layer stack, that should work.

Thank you for this answer! I've spent a couple of hours googling before I came across this. Please add this kind of information to your documentation. Or if it is already there, make it searchable. Some of these filters are not self explaining. A suggestion would be to do a simple youtube video going through the different filters and such in order, showing in simple terms how, where and why to use them. I should not have to dig through a 1 hour texture tutorial video to get a 30 second explanation for something.

After some more testing I found that SP would not allow me to drag and drop from our server. However I am still not able to drag and drop SPSM that are stored locally.


I'm having issues with drag and drop importing anything into my SP projects. It has work just fine before, but now I get the "cannot be imported into this view" in the log.
I know the files are fine, since they do get imported if I place them in the shelf folder. But this crowds up my base shelf.

Any thoughts?

Hello again.

So I was just about to upload the updated version of our package, when I got the news that the plugin had been updated. So I thought, better just make sure everything is working with the new plugin. I followed the update steps outlined

Annnnd that did not got well. Not only did my substances not get restored and my materials not get re-applied, when I import the substance I lost the settings where I could change the names of the substances.

I am not looking forward to re-doing the work I've spent 2 days on...

Thanks for the response, I've sent you an email.

I've been trying to upgrade our substances to work with 2018_1, but I get error when it comes to the meta files. I get this message in the console:

DirectoryNotFoundException: Could not find a part of the path "A:\Unity\Unity2017_3\Assets\Adventure Forge Studio\Modular Dungeon Pack\MDP_Substances\MDPStoneSubstancev235.sbsar.meta".
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs:292)
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
(wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
System.IO.File.OpenRead (System.String path) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:363)
System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/StreamReader.cs:167)
System.IO.StreamReader..ctor (System.String path)
(wrapper remoting-invoke-with-check) System.IO.StreamReader:.ctor (string)
System.IO.File.OpenText (System.String path) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:368)
System.IO.File.ReadAllLines (System.String path) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:560)
Substance.Reflection.AssetConverter.SaveAssets () (at Assets/Substance/Substance Engine/Editor/AssetConverter.cs:128)
Substance.Reflection.AssetConverter.ReflectionPart1 () (at Assets/Substance/Substance Engine/Editor/AssetConverter.cs:18)



We are selling 3D asset packs on the unity asset store that uses substances. This has worked just fine up until now. However with the new plugin our package is breaking for new users of Unity 2018_1. All the materials get reset and gets taken off all the 3D models. We need to get a new working version up and running asap! And from what I could figure out is that if we export out a new version of the package we will have to export WITH the plugin to make sure everything works fine for our customers.

So my question is, are we allowed to redistribute the plugin inside our paid package? Or is there a workaround? Can I export the fixed version without the plugin, give instructions that the user have to install your plugin first and then import our new package? Because this did not work with the old version of the package.

Anything new on this? We use tiff's with Unity and we can't get transparency or smoothness out because of this issue. We are currently forced to use TGA's.

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