Seems like the only way to separate color channels is by using the component mask node. I've tried by directly linking the channel to the next node, it didn't work with the latest version of UDK. (even tho it used to work in the old ones). Make sure that your heightmap is in 16bit :)
Unity use the Substance Engine 5 currently. Changing the engine compatibility in your settings will only highlight incompatible nodes in your graph, it will not affect the cooking of your substance (sbsar). You will have to check manually your graph for nodes and property that don't exist in the v5 of the engine.
Connect the heightmap's channel to the alpha of a LERP node. The LERP node sets what number is your highest value(white) and lowest (black) By default it has 1 and 0 so you just plug it to alpha. Then i guess you could multiply the outcome with a constant 1
Do this: Where it says "Shape Crop" switch that to read "Projection Cropped to shape" you'll now get a border again To fix this Add a levels node and set "Affected Channel" to "height" now drag the black slider on the levels node until it's at -1 <- this will get rid of the border.
Yes, it's too relative and I think that's more a question of experimenting than anything. It's about liking nodes in a node graph aswell, setting driven keys (driver), etc. One thing to be sure: work everything so the hidden stuff need no computation consuming your PC.
If there's no exposed scaling parameters on the projection node you should be able to use a transform node to scale the input image to the right proportions within a square - youll have to give it the original resolution and do some mild sums to work out the correct scaling but it won't be too tricky.
1) physics systems probably handle this best (well better/way faster than any mxs implementation would). reactor/massfx or what ever the autodesk goto physics handler is these days :) 2) ? the "tree" is exposed via mxs rootnode && <node>.children && <node>.parent
After looking at the MEL for that script, my only hunch is that somehow you're selecting the transform node instead of the shape node somehow, but that's a shot in the dark. When in doubt with Maya, either delete or rename your prefs folder and restart. That will force Maya to re-create the default preferences.
Are you importing a lot? This can leave a ton of trash nodes which really slow everything down. Check the outliner and uncheck "dag objects only" to see all the other crap. Quite a lot of it is neccessary, but you might find loads of redundant camera nodes, for example.
its a bit more than just a node based version of maya. its really more like a library of computational geometry and effects functions wrapped up in a node editor . I mean you can not use 99% of its capabilities and treat it like maya but it's not very good at that.