I believe so, it bakes down its node-graph at runtime. It is lickly heavily tied into the material instance system of unreal, and bakes down the textures and creates a new material instance for every varration you mode from one network. Be too expensive otherwise, since large networks in substance dseginer take upwards of…
The high millisecond count on the substance nodes confused me at first too, so I asked in the Steam forum for the beta and it was confirmed that the substance is built once at runtime. So the cost associated with a 500ms node is just the initial cost. Though if you incorporate a parameter change into your gameplay that…
So I am just really thinking about the worth of substance designer right now for UE4. It seems to me a lot of the node based functionality in substance designer can be done in the UE4 material editor. So then what would be the point of the node based system in substance designer with UE4. Here is my breakdown of the…
you use both, bake what you can to static textures, and if you need to do vertex blending, or shader effects do that in the shaders of ue4. Its not one or the other, they go hand in hand, think of substance as a way to generate content for the material editor to work with. Use the material editor for anything that has to…
Ok now I'm confused what does "bake down to textures on runtime" mean, and why is it efficient. So are you guys saying that it is not more efficient, but equally as efficient as the same number of nodes.