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Wheat Texture turning dark

Alex_the3DRookie
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Alex_the3DRookie polycounter lvl 3
Hi all, 
I'm working in a wheat field for an environment in Unity.
I started with Substance Designer to create the material/texture 2D Plane since I couldn't find a free package that included a proper wheat texture.
Now I'm on SpeedTree and the texture apears on some of them really dark, others display correctly.
Like this: 

I know some of it is because AO and shadows, but still doesn't explain the irregularities. In Substance Designer I changed the color map to a single color node instead of a gradient map but still hasn't solved the issue.
These are just planes 2D textures, not actual 3D wheat plants, for performance purposes of course.
Two sided is checked. 
I can't think of anything more. Please forgive my ignorance if it's too obvious, I just started with Substance Designer so I don't know if the problem is originated from Designer or if it's a conversion/export issue on SpeedTree.
Thank you for your time.

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  • poopipe
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    poopipe grand marshal polycounter
    speedtree shaders often have color variation parameters - look at the material params in there
  • Alex_the3DRookie
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    Alex_the3DRookie polycounter lvl 3
    Okay. I've tried that now and it seems to help but only on the bright areas. Dark areas are less darker but still dark no matter what.
    Thank you though
  • gnoop
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    gnoop sublime tool
    it's probably just a result of illumination .   You either have to  make vertex normals up perpendicular to ground surface or  try to use  translucent shader/ backlighting .     And BTW that darker halo around wheat sprouts  is probably because  alpha pixels are black without padding
  • Alex_the3DRookie
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    Alex_the3DRookie polycounter lvl 3
    gnoop said:
    it's probably just a result of illumination .   You either have to  make vertex normals up perpendicular to ground surface or  try to use  translucent shader/ backlighting .     And BTW that darker halo around wheat sprouts  is probably because  alpha pixels are black without padding
    Thank you for your time. I played a bit with the vertex normals with the pufiness and up settings. It's still is there but a LOT less noticable.
    Yeah the dark halo is because I couldn't get transparency in Substance Designer.
    As I said i'm fairly new to the software, tried RGB-A split, RGB-A Merge, searched for tutorials or info and was extremely confussing.
    At the end I decided to use an Opacity map; I just output the greyscale to the Opacity and did the trick.
    Of course background is Black, so maybe that's the whole issue? Not getting proper background transparency?
  • poopipe
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    poopipe grand marshal polycounter
    make the background not black

    you can use premultiplied-alpha to remove some of the artefacts associated with having a black background but it's a crutch and only works if the shader supports it.
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