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procedural material

Discussion in 'General Discussion' started by boolfone, Dec 31, 2014.

  1. boolfone

    boolfone

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  2. Eric5h5

    Eric5h5

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  3. boolfone

    boolfone

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  4. Eric5h5

    Eric5h5

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    It's fine here. What exactly are you dragging?

    --Eric
     
  5. boolfone

    boolfone

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    I tried dragging bricks_032.sbsar onto "Sphere" in the Hierarchy view.

    Not sure if it matters, but I'm on a Mac. Are you on Windows?
     
  6. Eric5h5

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    No. I mean what inside the .sbsar are you dragging?

    Screen Shot 2014-12-31 at 11.39.20 AM.png

    --Eric
     
  7. boolfone

    boolfone

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    I didn't break open the .sbsar asset but rather dragged the icon that is probably at the very top of your image.

    Is that wrong? Am I supposed to break it open and drag one of those 3 items inside?

    Thanks.
     
  8. Eric5h5

    Eric5h5

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    Yes; depending on what you're doing you may want the diffuse, normal, or both.

    --Eric
     
  9. boolfone

    boolfone

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    It let me do the drag and drop, but the result is not visually what I was going for:

    corrugations.png

    I was hoping the corrugations would pop out as they do in the Unity Asset Store pictures:

    https://www.assetstore.unity3d.com/en/#!/content/1352

    Any ideas why the corrugations are not popping out?

    Thanks.
     
  10. ippdev

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  11. Eric5h5

    Eric5h5

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    You'd need some kind of displacement shader; maybe DX11 can do it.

    --Eric
     
  12. Deleted User

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    Hi,

    Yes, as mentioned above the issue is that you need to use a shader that works with the generated height map. If you want actual displacement, then you would need a tessellation shader. However, you can also use Unity's parallax mapping shaders to provide additional detail the bump offset.

    Cheers,

    Wes
     
    angrypenguin and Cogent like this.
  13. Cogent

    Cogent

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    Nice to see Allegorithmic stopping by, great support!

     
  14. Cogent

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  15. goat

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    I would like to make nice looking stained glass with PBS. Doable now? Or is it better to wait for Unity 5?
     
  16. boolfone

    boolfone

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    Thank you for your response.

    However, I am still struggling to get the corrugations to show up.

    I imported the Tessellation Shaders, and I selected:

    Bumped Specular (displacement)

    After doing so, I ran the scene but still do not see the corrugations.

    Am I missing something?

    Thanks.
     
  17. Eric5h5

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    You're missing DX11.

    --Eric
     
  18. boolfone

    boolfone

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    Okay. I'm on a Mac right now.

    So, I guess the corrugations basically will not work correctly on a Mac now?

    Thanks.
     
  19. Deleted User

    Deleted User

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    Hi,

    I think what you are looking for on Mac is the Parallax Specular Shader. It will take the normal and height map to produce a more detailed bump effect.

    Cheers,

    Wes
     
  20. 00christian00

    00christian00

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    Eric, has this changed in recent version of Unity?
    Because I remember reading previously that you were allowed to have substance material on mobile bake on runtime and not just build. Has that option been removed?

    EDIT
    See for example this old message from Allegorithmic forum:
    http://forum.allegorithmic.com/index.php/topic,581.msg2303.html#msg2303

    It was clearly supported.
     
    Last edited: Jan 6, 2015
  21. Eric5h5

    Eric5h5

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    Yes you can bake textures, but I said not all features are supported, which is still true. I didn't say anything about not being supported at all.

    --Eric
     
  22. 00christian00

    00christian00

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    The documentation you linked says "For all other platforms, Unity will pre-render or bake them into ordinary Materials during the build. Although this clearly negates the runtime benefits of procedural generation, it is still useful to be able to create variations on a basic material in the editor."

    It basically says they are converted to normal texture for mobile and that's the only option.
     
  23. angrypenguin

    angrypenguin

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    The issue isn't the textures, though, it's support for appropriate shader features. The Allegorithmic tool is making the appropriate bits, there's just nothing to plug it into to render them for you. I don't think that's something Unity gets a choice about in some cases.