Hey everyone! I'm knee deep in learning Designer and Painter and I'm a little confused when it comes to exporting my assets to unity. I get strange results depending on the exporting method I choose. Here it goes: If I bake Normals using DirectX and export my outputs as textures. My normals look awful in Unity. Makes sense…
What beta build of Unity are you using? If you are using the latest RC, the packing and roughness inversion should be handled automatically when you import your substance in Unity, no need to do anything specific in Substance Designer. The Usage of an output in Substance Designer should always be set to RGBA with a single…
Unfortunatly Jerc, I updated to Unity 5.0.0f3 and it did not change anything for me...it seams to be the latest but maybe you can tell me if there is a newer one? :C Here is the status on my problemes: 1-My roughness still dose not get hooked in by default into the alpha channel of my metallic output. 2-My rougness is…
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 (=…
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…
Here is an example : On the left is what I get when I publish my substance, on the right is when I export the outputs as Targas and link them to a material appropriately. As you can see not only the normal are weird but the roughness is just completely off! Ps: The gray is not transparency, its simply the reflection of the…
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…