OK! Thank you so much Uzziel, Ok so I finally figured it out, thanks to you Uzziel, Its because I was using a colour node for my roughness, its a little weird that it would let you do it and show up in the 3D view if its not going to export properly. All I had to do to fix the Roughness is make sure it was set to…
And the plot thickens! So here you have a screenshot of my attempt to add my roughness to the alpha channel of my metallic texture in Substance Designer. 1 is the result of publishing my substance in Unity 2 is by exporting my textures as bitmaps (TGA) and merging the roughness by hand into my metallic's alpha in photoshop…
With the latest Unity version, the plugin takes care of shuffling everything and merging the roughness and metallic. If you want to merge the maps in SD, the RGB-A Merge node you used is the right way to do it, but you shouldn't have to touch the usage at all. Having multiple usages won't affect SD, but it may affect some…
Hi, 1- By default Unity 5 Substance integration will adapt the "channel shuffling" to fit with selected shader convention. It means that if you use sbsar files, use the PBR metallic roughness template in SD (with "Standard" shader in Unity). Once you import your sbsar file in Unity, if you select the "Standard" shader (=…
here is an example of the roughfness maps: On the left is the published substance, middle is exporting the outputs as bitmaps (TGA) and adding the maps to a new material, and the right is what it looks like in substance. Granted the lighting is different, but you can see its the opposite of what it looks like in unity.…