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Substance Designer 4.4 Now Available

Discussion in 'Formats & External Tools' started by Deleted User, Jul 10, 2014.

  1. Deleted User

    Deleted User

    Guest

    Hello,

    Allegorithmic has released Substance Designer 4.4 with Photoshop PSD export! Tech artists can now create PSD Networks from Substance graphs directly in Substance Designer. There is support for layers, layer groups, blending modes and opacity. Any node can be created as or added to a layer and the exported PSD file is fully editable in Photoshop. This allows tech artists to create complex graphs and export artist friendly PSD files.

    In addition, Substance Designer now ships with a Physically Based material library with 50 materials from http://Gametextures.com.

     
  2. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    Hey Wes,

    thank you for releasing a new video explanation for each new feature and interation of your programs. This is really helpful and very often (at least for me) the first go-to even before I read any documentation.

    Very much appreaciated and I really like your way of explaining.

    So - thanks. Please keep it up :)
     
    SememeS likes this.
  3. Deleted User

    Deleted User

    Guest

    Thank You very much :) I'll do my best.

    Cheers,

    Wes
     
  4. artzfx

    artzfx

    Joined:
    Apr 28, 2008
    Posts:
    572
    +1
     
    SememeS likes this.
  5. domkia

    domkia

    Joined:
    Aug 19, 2012
    Posts:
    99
    Hi, can someone tell me how it performs on mobile?
     
  6. Deleted User

    Deleted User

    Guest

    Substance materials are mobile friendly and there are settings for using a texture cache which speeds up generation on mobile.

    Cheers,

    Wes
     
    the_motionblur and domkia like this.
  7. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    Hey Wes,
    Is there an explanation about how the PBR to diffuse/specular node works? I seem to get pretty unsatisfactory results with it and so far.
     
  8. Deleted User

    Deleted User

    Guest

    Hi,

    We don't have any specific documentation. The node converts to metal map to specular/diffuse. There could be some issues with the conversion as it can be tough to get it correctly. Can you post the results you are getting?

    Cheers,

    Wes
     
  9. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    Sure - this is how it looks by default. I was especially wondering why the diffuse chanel went black after the conversion.
    For the Unity standard shaders the only conversion that is actually needed seems to be the glossiness (as alpha). It seems to work okay but for Unity usage I ended up setting up a few nodes of my own

    It's not a big deal actually - I was just wondering whether there are a few things to know on how to use this. Certain nodes sometimes don't seem to do what they are supposed to unless you know how they are inteded to be used. So I was just wondering if there's something to this one as well. :)
     

    Attached Files:

  10. Deleted User

    Deleted User

    Guest

    Hi,

    It looks like the PBR shader was not switched to Spec/Gloss. We have two PRB shaders: Physically Based and Physically Based Spec Gloss. Did you switch the shader on the materials?

    Cheers,

    Wes
     
  11. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    Damn - you are right! Thank you. I actually did have it set up wrong.
    Somehow I was thinking that this would convert to current gen blinn/phong diffuse/specular/glossiness. My bad. So I was right about setting it up manually but wrong in what the node actually does.
     
    Last edited: Aug 11, 2014