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Messages - Jeremie Noguer

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Substance DesignerSubstance Designer - Discussions - Re: Exposed bitmap input?
 on: February 18, 2013, 11:10:58 am 
You're doing it right, the only part you are missing is that in UDK to use a texture as substance input, it needs to be imported as one. When you import your texture, choose Substance Input Image in the format list to import your texture as a substance input.
You can use .tga or even .jpg images if you want to reduce the size of your packages.

You can't "convert" a texture to a substance, but there are various tricks you can use to lower the size of the Player, like importing your diffuse in Substance Designer, use jpeg compression and then create your specular from the diffuse in SD instead of storing everything.

The samples were removed with 3.2 during the new library update. We will put them back in the next update.

SubstanceSubstance - Discussions - Re: Scratching my head
 on: February 18, 2013, 10:50:09 am 
Hi and thank you for this lengthy feedback.

We try to make it as clear as possible and it's hard for a new format to explain what it is using traditional jargon. Substances are sets of textures, but in the end it's still one file, it's something new from the old 1-file/1-texture habit everyone is used to.

We tried to explain as simply as possible what it is in the Unity app on this page.
If you feel something is still unclear, please tell us.

And I guess what you are looking for your brick wall in 3dsMax is Bitmap2Material
Anyway, thanks for the rant, we listen :)

Yes, for both platforms.

Thx for the input.

As for the fist point, you can use the Node Finder tool (little magnifying glass on top of the graph) to highlight nodes by parameter name so you can quickly find which node is affected.

Unfortunately, B2M v2 was created with the capabilities of the newer engine in mind, and we can't update the older engine used in 3dsMax 2012. Are you using Software or Hardware generation ? (in the global substance settings in the substance roll-out) using Hardware could solve your issues as it's supposed to be faster.

Indeed I just had confirmation that 16bits export is missing in the Player, we are evaluating the ETA of the fix, I'll keep you posted.

You should try the version without grungemaps, as these can be quite performance and memory heavy on older versions of the engine, like in 3dsMax 2012.

Substance DesignerSubstance Designer - Feature Requests - Re: modo
 on: February 15, 2013, 11:17:14 am 
Stay tuned :)

Substance Integrations - Unity - Re: Glowing Rock Substance
 on: February 15, 2013, 10:54:33 am 
Ok, the issue comes from the fact that default Unity shaders don't support colored self illum. I can provide you with a modified shader that will work, would you be using a bump/specular, specular or diffuse shader appart from the self illum part ?

Substance Integrations - Unity - Re: Glowing Rock Substance
 on: February 14, 2013, 06:06:56 pm 
You need to use a "Self Illumin" shader, not the default "Bumped Specular" to be able to see the glowing parts as it's not in the diffuse but in a separate emissive map.

16 bits output is only available for png or tiff if I'm not mistaken.

Substance only supports power of 2 image sizes. If you want a specific size, I recommend like 1396*619, I recommend you set the resolution to 2048*1024 then rescale the outputs in Photoshop. I know it's not an easy way of doing things but unfortunately, this limitation is "by design" and can't be easily fixed for now.

It's probably just the default shader that uses relief mapping. It "pushes" the pixel depending on a height map, and if there is none plugged, it pushes all the pixels, like if it was zooming out of the texture. You should set the relief amount to 0 in the shader properties.

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