I suppose you are using Windows XP. It seems Designer has stopped working on XP since a couple versions now. Unfortunately, I think we'll probably have to stop supporting it.
So i recently downloaded the hotfix for Unreal 4.4.0, and since then the substance plugin has stopped working? I even tried re-exracting the plugin but it still refuses to compile. Any ideas?
Looking really good imo! If you wanna get some hue variation on the brick you can run the tile generator node through a gradient map. Each stop on the gradient map will create a new color variation for your bricks.
SBS vs SBSAR? One is just a working file the other an export? If I move one of my images I am using to another file does this make my sbs stop working? I am confused as to how these two work differently ETA Is there a way to only expot sbsar when you publish?
Hmm just an idea... No idea about the feasibility. How possible would some kind of Auto mesh exploding feature be? Maybe something like a simple UI to select corresponding parts of the high and low mesh. It would save having to update multiple fbx updates. So far messing around with Substance I'm really loving having a one…
I have a question. How come on my mesh seems to implode when i move the material height scale up? its as though the height information is reverved. Ive tried various inverts. any ideas? I seem to get this when i add an height output, it doesnt seem to happen when i add the height output at the beginning of setting up a new…
Hey Guys, For those who are interested in a Herringbone pattern generator for Substance Designer you can download one now on Substance Share -https://share.allegorithmic.com/libraries/2023 This Herringbone was created by myself and Josh Lynch who created a tutorial on how to make this Herringbone pattern. My contribution…
You gents are missing the point if you ask me. a: it can generate nice masks for edges all by itself b: there's nothing in the world stopping you generating your own nice masks for edges and importing them regarding PSD support - it would be nice to have PSD export from substance either each output as a flat PSD or all…
Hey all, I'm having an issue publishing my substance package for Unity. I managed to get it working last week when my package consisted of simple graphs with D/S/N bitmap inputs into the shader outputs, however this time I'm using a more complex setup which has instanced graphs inside other graphs and map generators. When…