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Topics - michael_11

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Substance DesignerSubstance Designer - Showcase - Canteen
 on: June 15, 2014, 05:00:01 pm 
Here are some pics from a little substance test piece:
1000 tris, 1k maps

unity game view:


and this is the ZBrush sculpt I used for baking:

Substance DesignerSubstance Designer - Feature Requests - auto save
 on: June 03, 2014, 04:57:35 pm 
would be a great feature!


I have 20 different models with 20 substances applied.

each substance has:
two input maps (normal, ao)
exposed diffuse color
exposed paint wear amount
exposed paint dirt amount

now I would like to edit the color and input maps for each substance individually, but edit the paint wear and paint dirt amount for all substances at once (inside unity editor).

I wonder if this is possible and if there is a script or tutorial available?

thanks for your help!


As the title says, I would like to trigger multiple parameters of my substance at once.

I have a Paint01 material, which is beeing material blended inside another graph, the exposed parameters of Paint01 are:


Now I would like to chain them together, so that I can:

a) use one slider, that triggers all 3 parameters
b) adjust the balancing of those parameters inside the function (like clamping the values)

Here is a link to my substance file:

the Paint01 Material is used inside another Graph (EB02) to create a template for a Paintwear Material, that I will use on many different geometries inside Unity - that´s why EB02 material has two image input nodes.

I followed the "Substance Designer #6 - Dynamic functions and controls", but I was not able to find out, how to apply this workflow to my task...

I am really curious about this thing, as it will help me to tie together and balance certain exposed values!

thanks in advance!

Substance Integrations - Unity - Image Input
 on: March 25, 2014, 03:07:04 pm 

another Unity related question: I created a simple test graph, using three input images:

then I publish the subsar file and drag and drop it into Unity Project window.
From there I assign the substance and assign maps to the image inputs:

as far as I can see, the generated diffuse map is ok, the spec is assigned as Diffuse´s Alpha, but the normal map changes.

here is a screenshot of the map, that I input into the substance:

and here is the generated texture:

It´s not about the image ratio, but most of the normal map detail disappears

I am sure this is a simple issue, sorry for the long post ;)

PS: I wonder how to post images in this forum, that are resized/displayed properly... one scrollbar for the whole post is quite unhandy


I am creating a substance to be used with different models and maps within unity

My approach is to create a template by putting together a graph and replacing the bitmaps by "image input" nodes

the graph is simple (for testing purpose):
- 4 image inputs for diff, spec, normal, occlusion, that make up material 1
- a basic pseudo metal material 2
- a paintwear node, that masks material 2

I exposed all paintwear attributes and published the substance

when I import the substance to unity, everything looks fine (afaik), I am able to select the input maps, they show up on the material, but the paintwear attributes have no effect at all.

when I replace the image inputs in substance with the same bitmaps, that I use in unity, the substance works fine.

here is a screenshot of my substance:

and here is a link to my substance file:

thanks for your help!

You might say: On the Allegorithmic website.

Ok, but how do I know, which individual substance is PBR and which is not? I don´t want to buy the Full Database.

I found this on their website:
"We will introduce a new, smaller, very focused collection of base materials which are PBR ready and should represent the starting point to any game developer willing to produce Next Gen looking imagery"

ok, but when?


I am trying to create a filter, that contains the substances from the samples folder

I create a filter, All>url>contains>C:\Program Files\Allegorithmic\Substance\Designer\4.x\samples\substance

but the resulting filter is empty

I would have expected the sample substances to show up here, because according to the latest tutorials, most of the things within the filters are substances

I don´t understand, what I am doing wrong... any help appreciated!

Substance PainterSubstance Painter - Technical Support - Painter seams
 on: March 08, 2014, 05:27:59 pm 

another question: I am getting seams at the geometry borders

here is a screenshot:

I had posted this question already in the closed beta, but no answer so far...


I have just opened latest substance painter release and started to work with it - my problem is, that I have a very low Painting resolution, although document size is set to 2k

here is a screenshot of how the "bullet impact" tool looks on my model:

can anybody point me in the right direction, plz?

Substance DesignerSubstance Designer - Discussions - Viewport Gamma
 on: March 07, 2014, 01:18:19 pm 

I am just following the latest tutorials, great stuff! my only problem is, that my substance viewport looks as if gamma was too high

in contrary to the tutorials, the overexposure seems to be caused by the black input color of the metallic output - as soon as I plug a white color into the metallic output, the overexposure seems to be gone

I looked for "substance viewport gamma" via google and within this forum, but I found no answer to this problem

other than that, I really love substance designer. the learning curve is somewhat steep, but it´s a very rewarding process, and the baker is just AWESOME, guys!

thanks in advance!


I tried to use substance designer to convert a normal into a height map - the results look strange, washed out, not much correlation between normal and height map

where do I find information about how to set this up? (yes, I have googled it)
at the moment, ndo gives me much better results, but I am sure, substance can do this as well

I want to use the heightmap for parallax (RTP shader, unity)

SubstanceSubstance - Discussions - output maps
 on: January 25, 2014, 09:22:11 pm 

i´m new to substance, trying to get across the learning curve :)

one question to the pros: when I publish my substance, substance only generates three output maps in the sbsar file: diffuse, normal, specular

but in the substance graph, I have also created and connected a height map, which is not part of the sbsar file - anybody can tell me how to get more than the three basic maps into the sbsar file?

thanks in advance!

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