Some little things to notes : -The tangent space is set to Unity by default, but if you bake with designer while keeping the tangent/binormals of your FBX file, those will override the default tangent space. Therefore you will not get a synced result. -If you export to unity your substance (as an sbar), note that when you…
It's a bug, I reported it. :) Mainwhile you can stick to the "expose" function in the dropdown menu. 1- The "jump" that you see is just the shader refreshing, that's normal. 2- Regarding the other artifact, a quite simple in fact : this happen when your normal map is a zero vector (by default the shader as a default blue…
Couple of minor wishlist things for preferences: * It'd be great if we could set the format of exported images in preferences or somewhere. It's a little annoying to have to toggle it off bmp to something I actually use like tga. Also, it'd be great if it would remember the last folder where files were exported. Usually I…
I've been taking notes from how some big studios like Naughty Dog worked with SD, especially making small but very powerful nodes. This one takes in a heightmap and roughness map and then spits out AO, Roughness, Normals, and final Heights. The heightmap settings let you scale its strength and position (from 50% grey). It…
@EArkham Having global options for the bakers is a short term task. The rest is not scheduled yet but we could at least change the default settings to something more useful, such as having TGA by default as file format.
Would like this myself. Also I would be able to tell substance to default to tga for bakes, so I don't have to switch it from png each time and being setting the to default to linked instead of embedded. One more thing, be able to chose the bake folder inside substance, cause now I have created my own folders inside my…
ORIGINAL POST HERE: http://www.polycount.com/forum/showpost.php?p=1971970&postcount=87 Have just created a modified version of the physically based shader for substance designer. This modified version allows you to work with a full specular map (like toolbag2, for example) instead of using the metalness workflow that the…
In your 3D view, to to materials>default(if you have no preset materials attached to your 3D mesh)>definitions and a dropdown of all your shaders will appear, and select tessellation_parrallax, and select tessellation from there. Once you have that enabled, go to materials>default>edit and change the values to the ones I…