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Visible Tiling in Substance Designer Material

Hi everyone!

I’m working on a material I created in Substance Designer, and I’m running into a visible tiling issue once I bring it into Unreal Engine 5.6. I’ve attached screenshots showing how it looks in the scene. The tiling (2x2) appears especially clearly horizontally.

I’ve tried making small adjustments in Substance Designer, but I’m actually quite happy with how the material looks visually, so I’m hoping to avoid rebuilding it unless absolutely necessary.

Is it possible to reduce or hide this tiling purely inside Unreal Engine (5.6) or is this the kind of issue that really needs to be fixed by reworking the texture in Substance Designer?

Since I’m learning on my own, I’m not sure how far Unreal-side solutions can go here, and whether the texture itself is the core problem. 

Replies

  • gnoop
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    gnoop sublime tool
    Most probably it's from some non tilable  gradient or 2d transform in Designer  but nothing you couldn't easily fix just  in Photoshop pattern preview and mesh transform on a smart object  if searching through Designer graph is too much of  a pain.    Sampler has some automated tool  too but  imo works so so.
  • poopipe
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    poopipe grand marshal polycounter
    If you press the spacebar on the 2d preview in designer it shows you the tiling. 

    In this case the material simply doesn't tile well and you're not going to be able to fix that properly with sneaky shader tricks etc. Particularly on something so structured. 


    Making interesting textures that tile well takes a huge amount of practice - my advice would be to go back to designer and work on it more,

    Bring the target mesh into designer so you can see what your changes do in context. 
    Work in progressively finer levels of detail.  
    Eg. Get the brick pattern to look good first, then the larger wear patterns then the cracks and so on.
  • iam717
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    iam717 sublime tool
    You can also after all the above check this link out and pic which one works for you then do all the other stuff, so think normal map first if you make it yourself then do all other steps.

    Strange that if you type is off "proper English", you get better results...

  • Eric Chadwick
    OP hasn't been back to Polycount since they posted, so it's unlikely they're seeing these responses :,(
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