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  1. Location
    Los Angeles
    Posts
    299
    Guys, get your facts right. Designer is priced at $594 if you are a Unity Pro user and Designer Lite is at $350 for everyone

    Now about the "closed-source procedural textures", we heard your feedback and are actually preparing a reupload of all our textures which will now include the source files, allowing you to open and modify every texture you bought. This should be live on the asset store in the coming weeks / before the end of the year.
    About B2M, it's really easy to create your own B2M with Designer after a few weeks studying the tool, so with a bit of work you won't have to buy it at all
    Substance Specialist
    Allegorithmic


  2. Location
    Newcastle, Australia
    Posts
    429
    Quote Originally Posted by Jerc View Post
    Guys, get your facts right. Designer is priced at $594 if you are a Unity Pro user and Designer Lite is at $350 for everyone

    Now about the "closed-source procedural textures", we heard your feedback and are actually preparing a reupload of all our textures which will now include the source files, allowing you to open and modify every texture you bought. This should be live on the asset store in the coming weeks / before the end of the year.
    About B2M, it's really easy to create your own B2M with Designer after a few weeks studying the tool, so with a bit of work you won't have to buy it at all
    Having got my B2M at 50% discount when I purchased Designer, it was not worth trying to create my own B2M. B2M works out of the box. This is awesome tech and I do not begrudge a cent I have spent in purchasing both apps, especially since the http://www.creativetd.com/?page_id=625 videos have become available. Lack of thorough Designer training was my only disappointment up until then.

    Very happy to hear the .sbs file will be included with substance purchases in the future, great news! Besides using them out of the box, having the benefit of opening them up in Designer to learn from and customize will make me want to buy them.


  3. Location
    Los Angeles, CA, USA
    Posts
    42
    How does one control the overall specularity of the terrain after you've added this SubTerrain Script?? Seems like no matter what I try the terrain always looks like shiny plastic?


  4. Location
    Los Angeles
    Posts
    299
    You must adjust the specular in the substance if it allows you to. Do you think we should add a multiplier for each layer ?
    Substance Specialist
    Allegorithmic


  5. Location
    Los Angeles, CA, USA
    Posts
    42
    Yes I think an overall control of Spec and Normal Strength would be most welcome.

    FWIW thanks for the tip AND the awesome software though, adjusting the spec in each of the surfaces did ultimately solve my "Too Shiny" problem.
    Last edited by winterkewl; 11-21-2011 at 06:18 AM.


  6. Posts
    608
    It will be good to have 6 slot for combine 6 materials for terrain even if wil drop down frames , but there is a way to add 2 ,ore slots for material?


  7. Posts
    278
    I dont think its possible since you can use max 4 splatmaps on a terrain.
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  8. Posts
    183
    I was looking at buying the smart tiles but then I read this thread and it looks like the smart tiles are not compatible with Unity terrain. It was also kind of a bummer to read that you can't use regular bitmaps alongside substances on the terrain even with the terrain tool. I think substances are a great idea in general but all of the restrictions on using them with terrain really reduce their usefulness.


  9. Location
    Rochester, NY
    Posts
    13
    We are trying to use this for a project with multiple scenes which each have their own look and as such we want to use different splats for each scene. Right now, when we create a new scene and try to use the SubTerrain tools, it updates the core splats in Resources, affecting the terrains of other scenes.

    Is having the same 4 splats across all scenes a limitation of the tool, or is there something wrong with the way we're using it?


  10. Location
    Los Angeles
    Posts
    299
    I guess I simply didn't think about multiple scenes when writing the script..

    It can be easily modified if you got a coder available as the script is pretty basic and I would be able to answer his/her question, but we are pretty busy right now so I can't give you an ETA on when I will be able to fix this myself.
    Substance Specialist
    Allegorithmic


  11. Location
    Rochester, NY
    Posts
    13
    Thanks for the quick feedback. I hadn't dug into the code earlier, wanted to make sure we weren't missing something. You were right... super easy to modify to suit our needs. Let me know if you'd like me to send you the updates.


  12. Location
    Los Angeles
    Posts
    299
    Sure, if you're willing to share your modifications, I'll be happy to update the package on the asset store so everyone can take advantage of it.
    Substance Specialist
    Allegorithmic


  13. Posts
    2,225
    Quote Originally Posted by azterix View Post
    Thanks for the quick feedback. I hadn't dug into the code earlier, wanted to make sure we weren't missing something. You were right... super easy to modify to suit our needs. Let me know if you'd like me to send you the updates.
    Edit:

    This appears to fix it. Change the RenderDiffuse method of SubTerrain.cs to use the terrain name as part of the filename, and use the appropriately generated (now-unique) splat textures.

    Code:  
    1.         // Write Diffuse map as PNG    
    2.         byte[] bytes = dif.EncodeToPNG();
    3.         string filename = Application.dataPath + "/SubTerrain/Resources/" + gameObject.name+"_splat" + slot.ToString() + ".png";
    4.         System.IO.File.WriteAllBytes(filename, bytes);
    5.         AssetDatabase.ImportAsset( "Assets/SubTerrain/Resources/" + gameObject.name+"_splat" + slot.ToString() + ".png" );
    Last edited by Jaimi; 12-17-2011 at 09:14 PM.


  14. Posts
    2,225
    I've made some modifications to the scripts and shader to support UV mixing like specified in this post:

    http://forum.unity3d.com/threads/116...Texture-Tiling

    Is anyone else interested in this? If so, I can post the changes here. I saw Lars had released his own shaders, if you're not using substances.
    My changes are a little different - you can specify how much mixing you want per texture (0.0 to 1.0), and the overall scale:

    Code:  
    1.     inv = 1.0 - _Mix.g;
    2.         col += ((splat_control.g * splat1.rgb)*inv) + (splat_control.g *(tex2D (_Splat1, IN.uv_Splat1 * -_MixScale).rgb)*_Mix.g);
    3.     o.Normal += splat_control.g * UnpackNormal(tex2D(_BumpMap1, IN.uv_Splat1));
    4.     o.Gloss += splat1.a * splat_control.g;
    5.     o.Specular += 0.5 * splat_control.g;


  15. Posts
    5
    Hi I'm having some problems with the substances tool for terrains.

    Screenshot 1

    1. I'm explicitly not using a specular shader, so I don't understand why there are specular reflection.
    2. How do I get the terrain shadows to play nicely with the terrain substance? Notice the shadows cast by the mountain is not blending well with the underlying terrain material. (I'm using directional light, hard shadows in case that matters)
    This is actually a really weird behavior because the realtime shadows blend correctly in edit more but does not blend correctly in camera view or play mode.

    Screenshot 2


  16. Location
    Los Angeles
    Posts
    299
    There have been a few changes in how substances are handled in Unity 3.5 and the script may not work properly on the Beta. I'll update it as soon as 3.5 is out.

    EDIT : Actually, I know why you have that white specular. The shader is looking for the alpha channel of the splat to get the specular. If you use a shader with no specular, the non existent alpha channel is full white. I'll try to fix it.
    Last edited by Jerc; 01-30-2012 at 02:47 AM.
    Substance Specialist
    Allegorithmic


  17. Posts
    61
    Quote Originally Posted by Jaimi View Post
    I've made some modifications to the scripts and shader to support UV mixing like specified in this post:

    http://forum.unity3d.com/threads/116...Texture-Tiling

    Is anyone else interested in this? If so, I can post the changes here. I saw Lars had released his own shaders, if you're not using substances.
    My changes are a little different - you can specify how much mixing you want per texture (0.0 to 1.0), and the overall scale:

    Code:  
    1.     inv = 1.0 - _Mix.g;
    2.         col += ((splat_control.g * splat1.rgb)*inv) + (splat_control.g *(tex2D (_Splat1, IN.uv_Splat1 * -_MixScale).rgb)*_Mix.g);
    3.     o.Normal += splat_control.g * UnpackNormal(tex2D(_BumpMap1, IN.uv_Splat1));
    4.     o.Gloss += splat1.a * splat_control.g;
    5.     o.Specular += 0.5 * splat_control.g;
    I am interested... are the changes what you posted? Or is there more to them?


  18. Posts
    2,225
    There's a lot more to them, have to update the .cs as well. I sent a private message to Jerc requesting permission to post the full changes, but have not received a response yet. I'll post them here as soon as I hear back.

    edit: Just got a PM from jerc that he is updating the package.
    Last edited by Jaimi; 01-30-2012 at 04:41 AM.


  19. Location
    Los Angeles
    Posts
    299
    I am indeed, it's almost done

    I have a question for you though, do you guys prefer to mix only the diffuse maps or do you want the normal maps to be mixed too when using the mixing feature ?
    And also, do you want to set the mixing values for each layer or for the whole terrain at once.
    Doing this will make the shader a bit more expensive, but it will look better and give you more control.
    Last edited by Jerc; 01-30-2012 at 06:44 AM.
    Substance Specialist
    Allegorithmic


  20. Location
    Los Angeles
    Posts
    299
    Here we go, new version on the asset store !

    - Added support for multiple scenes (thanks to azterix)
    - Added texture mixing allowing for better tiling terrain layers (thanks to Jaimi)
    (diffuse mixing is available on all layers, normal map mixing is only available on the first layer)
    - Added specular intensity control
    Substance Specialist
    Allegorithmic

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