So I've got this simple bicycle for an environment I'm doing:
That's what the raw textures look like exported as PNGs from Designer at 2k x 1k.
After setting all of my node sizes and exposing what I needed to expose, I compiled the SBSAR.
Here's what the SBSAR looks like in Marmo:
Only the steel actually shows up. No red paint, emissive, leather, or brass. Note that the steel is the base material in the multi mat blend I'm using, as that probably has something to do with it.
I've tried ticking/unticking the "Output computation" for all of the graphs I'm using and it didn't help. Just wondering if this is a bug or if it's a mistake on my end and how I can get this working.
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https://www.allegorithmic.com/download
It looks perfect in Designer before compiling, and the sbsar looks fine in the Substance Player. It's only in Marmo and UE4 that the problem occurs.
I'm not sure about Toolbag 2, but UE4 use the CPU engine so maybe you have some differences between the render made with the GPU and CPU engine. I suggest trying the other one in Designer to see how your graph behave.
For example using the "color to mask" node with a very low "mask range" setting can create some incorrect masking with the CPU engine (due to precision issues).
Also and unrelated question. I'd like for some exposed values to be hidden if other values are false when being viewed in UE4. I assumed the "visible if" parameter handled this, but it doesn't seem to do anything in UE4; all parameters are visible. Just wondering if I misunderstood the use of the visible if param.
Edit: I was looking at the error console in the Substance viewer and notice there are a lot of errors related to the bike sbs. Not sure what they mean or how serious they are since the maps are still correct, but here they are:
Pastebin
The "Visible if" is not supported in the UE4 for the moment.