Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - athos.sampaio

Pages: [1]
1
One question:

I was searching the forums here for texture streaming in UE4 and have found some threads with answers saying texture streaming is not supported yet, but the threads were old. Does it still holds true? I checked one of the texture generated by the substance factory here and it has the "Never stream" checkbox marked and the option is greyed out - you can't change it.
An answer will be much appreciated.

2
Hi,

First of all, sorry if the tips here were already posted in the forum, but as there are 36 pages in this UE4 Integration section and no search box for this specific section (or I didn't find it), I'm gonna post some tips I discovered after some 3 days testing substances inside UE4.

Also, I must say I'm very impressed with the integration - it runs much better than I thought it would, the input textures update really, really fast. Incredible. And now I just discovered that I can actually use some images as input for the substance to work on. I thought I wouldn't after some trials with the .sbsar file.
Here my humble tips, more for beginners like me:

REDUCE SIZE ON DISK OF THE TEXTURE ASSET:

- To reduce the size on disk of the texture asset (the .uasset) for each input texture the substance factory file generates to
   the same size as any default UE4 texture asset:
        - In S. Designer, change the format each output (that you want to be smaller on disk/more compressed) to, for
          example, DXT1/BC1. Keep in mind that it's a little more lossy than DXT5. Test and see. If the loss is negligible or
          or compensates for the gains in free texture memory, use it. You can  of course leave the outputs you want with
          higher quality. Ex: BC5 for the normal map, if you really need it.
   So, with a substance texture asset using the average UE4's space on disk, why not using it? I didn't check yet, but if
   I understood correctly, when you build your game executable, a substance will actually use only some kb on disk, and
   generate the textures at level load (and keep them cached, if you chose so in the Proj. Settings or per substance in the
   substance factory file properties matrix).
   So the space on disk it takes for each input texture's asset is only for your working project. When building, it will only
   store the code needed to create it in the substance factory + instance, and inputs the "formula" into the subst. engine.

MAKE PACKED MASKS WORK INSIDE UE4

- To pack your S. Designer outputs (ex: linear masks for roughness, metallic, height etc) in a single texture, to make it
   even smaller on disk, and this time in the cached texture also during level load:
        - In S. Designer, create your output, name it appropriately to recognize it inside UE4. Choose your format
          (ex: DXT1/BC1). Leave usage blank - this is important. I tried specifying the usage and the channels wen inside
          UE4 not properly separated - all channels outputting the same result in the mat. editor. I borrowed this from the
          online allegorithmic documentation for the Unity integration.
        - In UE4, check the material the substance importer creates by default and if needed, plug each channel in the
          corresponding mat. attribute.
        - In my tests here, I needed to change also the "Sampler type" parameter of the texture2D node the importer
          creates to Linear (as roughness etc we all know expect linear grayscale values, and the mat. editor was spitting a
          warning/error).

Please feel free to add any info or correct me where I'm wrong.
Best,

Ah, the game I'm making (I hope to use substances inside UE4, for the ease of editing, tweaking, experimenting, or at least test it some):
www.atarugame.com
www.facebook.com/atarugame
www.twitter.com/atarugame

Edit: typos

3
Hi,

Substance Painter user here. As the title says, it would be great to have warp tool and a warp filter in the layer stack. I'm modeling a very crooked and contorted tree trunk here and planning how to texture it, so in many cases like this, being able, for instance, to create a fill layer, fill it with a set of trunk textures (base color, height, normal etc) + triplanar projection, then after this using a warp tool or layer filter to make the texture with all the crevices conform to the trunk and roots shape, following its curves would be a nice thing to have.

There are other situations were it would be useful, but this is the one I'm trying to figure out here now.

Pages: [1]