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Substance Bitmap2Material 3 Now Available - PBR for Unity 5

Discussion in 'Formats & External Tools' started by Deleted User, Sep 30, 2014.

  1. Deleted User

    Deleted User

    Guest

    Hello,

    Bitmap2Material is an incredibly powerful tool that helps you generate full, seamlessly tiling materials from any bitmap image, right within your favorite DCC tool and game engine. This now includes all PBR (Physically-Based Rendering) channels, based on the most accurate conversion algorithm out there.

    Bitmap2Material lets you extract all the possible maps from a single image: now with PBR channels such base color (or albedo), metallic, roughness but also normal, height, specular, curvature, AO etc.

    • Easily obtain a metallic map from the image using simple tools, or an input mask. This feature is essential when working in PBR.

    • Control and adjust the finest details of your material thanks to the comprehensive set of parameters exposed by B2M. This includes adjusting the generated roughness map, for PBR.

    • Bitmap2Material provides the ability to make any material tile. You do not need to care anymore about making your photography tile, B2M takes care of it for you. You can chose between 2 modes of tiling: offset or splat.



    http://www.allegorithmic.com/products/bitmap2material

    Cheers,

    Wes
     
    Last edited by a moderator: Oct 1, 2014
  2. hopeful

    hopeful

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    No link? :)
     
  3. gurayg

    gurayg

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    hopeful likes this.
  4. Deleted User

    Deleted User

    Guest

    Oh, sorry about that. I updated the post with the link as well.
     
  5. Dustin-Horne

    Dustin-Horne

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    Wes -

    The newsletter stated that everyone who purchased after August 25th would be upgraded to B2M 3 for free... does that include those who purchased the Indie Pack? I've been trying to figure out how to access B2M 3 but it's not listed under My Account (still the 2.2.1 version) and when I select the Upgrade option it's wanting me to pay for the upgrade.

    Edit: Attached buy screen capture that shows the "Created On" which was my purchase date (9/6/2014)

    B2M.JPG
     
    Last edited: Oct 2, 2014
  6. Cascho01

    Cascho01

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    Hi Wes,

    there´s one thing I do not understand:
    Does B2M generate materials or textures?

    Regards,
    Carsten
     
  7. Deleted User

    Deleted User

    Guest

    Hi Carsten,

    It generates textures such as base color, diffuse, metal, rough, glossiness, normal etc. These textures make up the channels that describe a material, but B2M export the materials.

    However, if you have the Pro version, you can import the substance material (B2M) directly into Unity where you do get a full material that you can apply on your mesh.

    Cheers,

    Wes
     
  8. Deleted User

    Deleted User

    Guest

    Hi Dustin,
    Yes, if you purchased Indie pack after Aug 25th, you will get a free upgrade to B2M3. Please just contact us on our support request form.

    http://www.allegorithmic.com/contact

    Cheers,

    Wes
     
  9. Dustin-Horne

    Dustin-Horne

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    Thanks Wes!
     
  10. jc_lvngstn

    jc_lvngstn

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    Wes, I have a question about workflow using B2M. Specifically about how to generate the various maps, from an existing diffuse map on a texture already uv'd. Who/where would be the best place to ask this?
    Thank you,
    JC
     
  11. Deleted User

    Deleted User

    Guest

    Hi JC,

    You can ask them here : )

    Cheers,

    Wes
     
  12. jc_lvngstn

    jc_lvngstn

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    Awesome.
    Let's say I have a textured object, uvs, everything.
    How would I go about creating the various maps (AO, normal, height, whatever) in B2M from the original diffuse map. So far, I've only seen B2M used with solid, power of 2 textures like wood, stone etc. How do you handle islands of textured items, in a single texture?
     
  13. Cascho01

    Cascho01

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    Sorry Wes, once again - does B2M export materials or textures?
     
  14. Dantus

    Dantus

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  15. Cascho01

    Cascho01

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    Right, that lite package includes three substance materials.
    But these were made in a separate package (substance designer), right?

    These reason why I ask again and again is, with my testings, I was only able to export maps from B2M:



    Am I wrong when I say that B2M does not generate any materials/substances but only the maps that may be used by substances (or any other materials)?
     
  16. Dantus

    Dantus

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    You can use B2M directly in Unity! There is no need to export anything.
     
  17. Cascho01

    Cascho01

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    I know. Still it´s not clear for me....
    (
    1. The movie is based on a predefined substance that exposes predefined parameters.
    2. This substance is made in substance designer, a separate product.
    3. B2M only generates the maps
    Please correct me if I´m wrong.
    )
    After all I simply get confused when you don´t accurately distinguish between "textures" and "materials" (e.g materials cannot be seamless tiling, while textures can).

    Anyway - thanks very much for trying to help, it´s definately an amazing product!
     
    Last edited: Oct 8, 2014
  18. Dantus

    Dantus

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    B2M is nothing else than a special kind of substance. I don't know whether it was made in the substance designer or if you could modify it in there.
    It uses the input textures in combination with the parameter value to generate the required output textures. You can also select the shader for the material and in the case that it is a built-in one, the output textures will automatically be assigned correctly in the material.
     
  19. Cascho01

    Cascho01

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    Right, thanks very much!
     
  20. Deleted User

    Deleted User

    Guest

    Hi,

    Dantus is right. B2M is actually a substance. It was made in Substance Designer. B2M is a tool for generating several maps from a single source image. You feed in a diffuse texture and B2M will generate ao, normal, specular from that source image.

    Each texture represents a channel for the shader in Unity such as diffuse, specular, normal. These textures describe the surface attributes, which when combined, will make up the information to describe a material. B2M doesn't output an actual material, but textures (the surface attributes e.g diffuse, specular...).

    When you import B2M into Unity, it creates a Unity material with a Unity Shader and applies the textures it generates. So what you get is a unity material with the appropriate textures for the shader channels i.e. a full material.

    Cheers,

    Wes
     
    John-G likes this.
  21. John-G

    John-G

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    Just purchased upgrade to version 3, love the new feature set.
    Also looking forward to painter v1.0 release.
     
  22. Renegat

    Renegat

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    Hi!
    I'm testing B2M for Unity with some older non-pbr assets to convert them to the new Unity 5 pb-rendering (using Beta 5 12). They have diffuse, spec (without gloss) and normal maps. I've started with a character, where B2M turned the grey and dull armor in nice and shiny metal! But I have trouble working out non metal assets. Using the B2M_3_Unity Substance there is no option to control the roughness, so non metal parts have a specular output I can't control. Using the B2M_3 Substance there is more control over metallic/roughness values, but it generates roughness and metalic maps I can't use with the Unity Standard shader - and a specular map which has other values then the metallic/roughness maps. Also the B2M_3 Version seems to mess up the diffuse information - it generates a normal map from the diffuse, but the generated diffuse is completly grey.
    Could you help me with these issues, please?
     
  23. Renegat

    Renegat

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    So, roughness is called smoothness in the Unity Version, my fault! This does work.

    But there is another issue with Substances in Unity in general, which I can't solve: Substances are not calculated when I open a scene after a restart of Unity. I have to click on every substance to refresh and display properly!
     
  24. jcarpay

    jcarpay

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    Does B2M Pro work with Unity 5 WebGL?
     
    Last edited: Nov 15, 2014
  25. Deleted User

    Deleted User

    Guest

    Hi,

    The substances should auto-generate the texture. Do the texture maps stay blank "pink" in the view until you click on a substance?

    Cheers,

    Wes
     
  26. Renegat

    Renegat

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    Hi Wes,
    yes, I have to click on every substance to refresh after opening a scene. They aren't pink every time, but seem to have random colors.
     
  27. Deleted User

    Deleted User

    Guest

    Hi,

    I'm sorry for the late response. I didn't get a notification the thread was updated. Are you still experiecing this issue. Would you be able to send me the Unity project file?

    Please send to wes.mcdermott@allegorithmic.com

    Cheers,
    Wes
     
  28. Cascho01

    Cascho01

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    Notification is buggy here.
    Is there a B2M-3-Unity-lite-demo available (as there is one for B2M 2.2)?
     
    Last edited: Dec 9, 2014
  29. Renegat

    Renegat

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    Hey Wes,

    in the current Beta 16, this issue is gone and everything looks good now! :)
    Thank you!
     
  30. Deleted User

    Deleted User

    Guest

    Awesome! Thanks for reporting.

    Cheers,

    Wes
     
  31. Deleted User

    Deleted User

    Guest

    I will check and see. Is the B2M 2.2. lite on the Unity Asset Store?
     
  32. Cascho01

    Cascho01

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    Yes
     
  33. Deleted User

    Deleted User

    Guest

    I checked and we can't offer a trial version anymore as this is a policy of the Unity Asset Store. We do have trials for B2M3 on our site. The lite versions are the trials.
    http://www.allegorithmic.com/download

    Cheers,

    Wes
     
  34. derkoi

    derkoi

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    Hi Wes, would bitmap2material 3 be able to convert my diffuse, specular and normal maps from my non pbr materials and make them unity standard pbr materials? Thanks
     
    Deleted User likes this.
  35. Deleted User

    Deleted User

    Guest

    Hi,
    Yes, you could use B2M3 as a utility for conversion. You would use the diffuse and normal maps as inputs. However, the "new" specular map will need to be generated from B2M3. However, you use your specular map as input to the metallic. Which is used as a mask to help generated the metal-non metal areas of specular.

    If you would like, you can email me the maps and I could create a tutorial on how it works for our youTube channel. Please send to wes.mcdermott@allegorithmic.com.

    Cheers,

    Wes
     
    derkoi likes this.
  36. derkoi

    derkoi

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    Thanks. I'll email them over asap
     
    hopeful likes this.
  37. Deleted User

    Deleted User

    Guest

    Just wanted to check if you sent the maps. I haven't received the email and just want to make sure I didn't miss it.

    Cheers,

    Wes
     
  38. derkoi

    derkoi

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    I'm just going to send them now Wes, The Mrs dragged me (kicking and screaming) Christmas shopping today! :)
     
  39. Deleted User

    Deleted User

    Guest

    Hahah. I know the feeling. Same happens to me : )

    Cheers,

    Wes
     
  40. derkoi

    derkoi

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    I suppose it's to be expected this time of year. :)

    I've sent the email.
     
  41. derkoi

    derkoi

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    Did you get my email and files ok Wes?
     
  42. Deleted User

    Deleted User

    Guest

    Hi,

    Yes, I received the textures. Thanks for sending. I will add this to my tutorial list.

    Cheers,

    Wes
     
  43. ronjart

    ronjart

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    Can B2M generate pbr textures from an input texture at runtime?

    Thank you for your time.
     
  44. Deleted User

    Deleted User

    Guest

    Hi,

    Yes, B2M3 can produce PBR Textures. We have a specific version "B2M3_Unity" that creates the glossiness in the alpha of the specular. The glossiness is what unity calls "Smoothness."

    Cheers,

    wes
     
  45. ronjart

    ronjart

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    Thanks for the response. I should have been more specific with my question. Can I use functions like generating a normal map from a bitmap, or automatically tiling a bitmap at runtime (i.e not in the Unity editor but inside my built game)?

    Thanks!
     
  46. Deleted User

    Deleted User

    Guest

    Yes, absolutely. Any of the parameters you change in the inspector for B2M are accessible at runtime.

    http://docs.unity3d.com/ScriptReference/ProceduralMaterial.html

    substance.SetProceduralFloat("B2M Parameter to change ", lerp);

    Cheers,
    Wes
     
  47. derkoi

    derkoi

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    Hi Wes, any eta for this as I'd like to start converting my materials to PBR. Thanks
     
  48. Deleted User

    Deleted User

    Guest

    Hi,

    I'm very sorry for this delay. I haven't had time to get started on this yet. I will be working on a new set of tutorials and I have this slated for the new series of tutorials. It will probably be after GDC unfortunately.

    Please feel free to email me directly and I can help you with the conversion.

    Cheers,

    Wes
     
  49. Gokcan

    Gokcan

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    Hi wes,

    I would like to ask are they any bug or problematic issue by using B2M3 and unity5 RC3 currently? I dont know the workflow well but my boss says there are some bugs with substance,B2M3 and unity5? we want to use these tools in one of our project since it is a texture heavy project.
     
  50. kilik128

    kilik128

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    any news