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Messages - michael_11

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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!



here are some screenshots:

so I have to turn normal format to openGL, I guess - but why not direct X (which I use to build my game in unity)?

and one more question, if your don´t mind: how can I make normal maps stronger, if I am using "normal mapper"?

thanks for your help!

is there anybody out there?


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 - Re: output maps
 on: January 28, 2014, 02:29:38 pm 
was able to export bitmaps now...

the reason why it hadn´t worked earlier was that I had used a sbsar file

from the sbs file export works

but to me it is still unclear why exported bitmaps work, while substances don´t

SubstanceSubstance - Discussions - Re: output maps
 on: January 28, 2014, 01:53:57 pm 
Ok, now that all generated maps show up in unity, I ran into the next problem: I can´t assign those maps to my terrain composer texture slots; I get the error:

"InvalidCastException: Cannot cast from source type to destination type.
TerrainComposer.draw_terrain (Int32 space) (at Assets/TerrainComposer/Editor/TerrainComposer.js:5601)"

so I thought myself, let´s just output the maps bitmaps from substance, without substance; but when I rightclick the substance and select "export outputs as bitmaps" I get the message "there is no output image to export from the selected graph"

I feel like an idiot

any ideas?

SubstanceSubstance - Discussions - Re: output maps
 on: January 27, 2014, 06:30:22 pm 
thanks, man!! that was the problem!

SubstanceSubstance - Discussions - Re: output maps
 on: January 27, 2014, 05:06:29 pm 
ok, you´re right, substance export works as it should. (when I reimport the sbsar, all output nodes show up)

the problem seems to arise upon unity import, guess it´s somerthing like this problem.

the strange thing is: if I import substances i.e. from asset store, I will get all maps, not only diff, spec, normal.

will watch a few tutorials, hoping this issue is adressed somewhere. if someone knows the reason for only three textures showing up in unity, plz let me know

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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