I'm getting a strange artifact on the normal maps of a substance imported into Unity. If I publish the normal map from SD and import it into Unity manually it doesn't have this issue.
Unity uses the CPU engine to compute the outputs whereas I see you use the GPU engine in SD.
Their are subtle difference between the two engines, we try to reduce them as much as possible but they do exist (especially with the warp nodes).
I'd advice you to switch to CPU engine in SD and look for where the "artefact" appears. (Tool / Switch Engine...)
I switched the engine to SSE2 and was able to track the distortion down to an overdriven warp node (value 17.5). Is there an alternative method to the warp node that will result in less distortion? Also, for future reference which engine should I use when building substances for Unreal engine?
Replies
Their are subtle difference between the two engines, we try to reduce them as much as possible but they do exist (especially with the warp nodes).
I'd advice you to switch to CPU engine in SD and look for where the "artefact" appears. (Tool / Switch Engine...)
Nicolas