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Messages - sabillano

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I can´t get to update. I have a .sbsar with around 10 materials inside. I want to add a new material to the same sbsar but when reimporting to Unity it doesn´t update. 

Is there any way I can do it, without having to delete the old one, bring the sbsar again to unity and loose all my assigned materials??

This post is from April 2014. We still can't scale Susbtance Painter to 125%.... :o :o :o :o

BTW I read a solution somewhere, where you had to change a value in some qt.conf and you had Substance to 125% scale, the text was a little bit blurry but still better than having it at 100% or 150%
I did it before but now I updated to the new version and I can find the post anywhere.

It was in this same post.... ;D

Hi again...

It gets even better, with the version 5.5.2f1 of Unity the script UI gets messed up completely. 
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Could not create a custom UI for the shader 'Allegorithmic/Material layering'. The shader has the following: 'CustomEditor = AlgLayeredMaterialEditor'. Does the custom editor specified include its namespace? And does the class either derive from ShaderGUI or MaterialEditor?
This is the message I got from Unity.

Then button for importing the .json does not exist anymore, all the things are placed in a wrong way.

Please Please Please update sooooon!

I changed the name but still have the same problem. I had it on Match by mesh name, if I change that option to Always the normals are ok, but it is not using the cage.... The cage name is named the same, it has the same material, the same Uvs.

Also might be important to notice that inside the same mesh I have different UV groups and materials. I think that is the problem here.

I will follow this post, because I have the exact same problems and more...  ;D

About the Normal maps what I do is basically have Normal Intensity 0 on the Materials. Because it always messed up my baked normals.

It is because they changed the name of the textures and inside the .json

It was exported as Mask_Opacity, now they export it as Mask_Blending_mask. But the importer to Unity is still on version one and looking for the Mask_Opacity instead of the new one. What you have to do is change the .json

Open the .json on notepad++ or another text editor and change it like this.

That should work, but there are other problems apart from this..... I am changing the importer in Unity so it works as it should but still I hope they release a new importer version soon.


I don't know why this happens, when I use a cage for baking the normals I have this result. The cage is made with the same geometry, so it has the same UVs and polygons. It is the last version of Painter btw.

When I bake the normals without the cage this is the result. It is nice, but still need some tweaks with the cage.

With the new version of Painter, looks that you change the format of exporting the .json file and the textures. Now the masks are called Mask_Blending_mask instead of Mask_Opacity.

The problem comes when you don't update the importer to Unity also. Now I can't import anything created from zero with the new version of Substance... because of the names the importer is looking for do not match with the new names.  >:( >:( >:( >:( >:( >:( >:( >:( >:(

Please update the importer ASAP!!

I have the MSP 13 the top one. I am using Substance in my daily work, I have no problem. So I suppose that with the MSP 16 it will work even better.
The only thing that is not working, is the 8k resolution, because of the VRAM. MSP 13 only has 128mb  :'( :'(

Hi Wes,

We manage to change your importer, and shader code. Now we import normal textures correctly, also we are able to use Emission maps with your shader, being able to change each of the four materials intensity.

Right now everything is working for us except the .json file, it still messes the path of the materials, with the new version 2.5 I still have something similar: "//restored_from_cache0/56635753a878472ac203a6653cc2b885ae7654fe.sbsar/A320_Plastic_White"

nicvcer, I almost cut it from my pipeline, still want this to work though.

I answer to myself.
The Emissive doesn't work with Material Layering.

LUCKILY we are changing the shader and trying to make it work with Emissive. So far it is easier than we thought, we just need to clean the code a little bit and it will work smoothly.

Easy question, do emissive materials work with material layering?? I can't make it work. when the material has the Unity Shader it works perfectly, with Material Layering Shader is completely gone.


Since I saw the Material Layering Workflow I thought, that's the best idea ever!! I started using it in my workflow, the process is really easy (although I would like to be able to change the material parameters on Substance Painter... ).

Turns out, that I wanted to export some objects to Unity. And when I am using the .json importer I have nothing else than problems. Substance Painter exports 3 normal maps, but importer in Unity doesn't merge them, only assigns one. And also, when you have more than one object it assigns the same normal map to all of them, and you have to go one by one changing them. Also I have to change the .json by hand because the Material Path is like this: "//shelf/56635753a878472ac203a6653cc2b885ae7654fe.sbsar/A320_Plastic_Blue_Dark"
Finally merging the masks into one Composite Mask, doesn't work correctly neither, but if I merge the masks on photoshop and use that as a mask it works.

Is it going to be an update soon fixing all the bugs?? I decided to change the importer by myself but still...

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