![]() If you start from nothing, designing it yourself in Designer, then the limit is in the fact that the UVs need to somewhat conform to the flat surface with little to no distortion, which is better anyway, and is a requirement of the past when people had no choice but to paint on the flat surface. Remember though.there are limits to procedural textures. You can't beat that except as free, and the software is great. And this is all for $20 a month as a rent to own, not a subscription. You get 2 great products in Designer and Painter, and B2M is useful for some people too. There are some good resources provided by Marmoset that explains this better than I have here.Īlso, I once again put up my vote for Substance Live. I recommend you check out google on this. For non-metals, it is the other way around. So for metals, the albedo needs to be dark, and the specular bright. A metal in the dark, even with a light on it, will be black except for what it can reflect. Metals are generally in reality a black diffuse color, but have a bright reflective color, giving them what appears to be a false diffuse color. With the specular workflow, you no longer directly have a texture saying what is metallic, rather you use a "specular" texture, which is different from the specular in traditional shaders. It also makes the albedo color into a specular color, and the albedo itself then black. The metallic workflow adds in another texture that determines how "metallic" something is. There is a roughness(or glossiness) in both. Albedo is common in both, as is the normal map. PBR has 2 common pipelines(Metallic, and Specular) which can give the same results. ![]() "Traditional" shaders use diffuse for color, then can have normals, spec map, and others. Unity 5's Standard Shader works with it, as do some other modern game engines. I use Substance Designer for simple materials because it's way more comfortable than working directly with Unity materials. You export it once and then set the resolution within Unity. This allows you to work with high resolution textures (say 4096x4096) even if you don't want to use such a high resolution in this particular case. Simply select the desired resolution from the dropdown list within Unity and the material within the substance archive will use scaled versions of the textures. This means that you can simply create a directory called "concrete" and drop all your concrete texture variations in there without it becoming a complete clusterfuck.įurthermore you can easily change the resolution without reexporting. It's an archive that contains everything. When you export a Substance, you get a single. Say you have a simple, tilable PBR concrete material for floors. This has to do with how substances are exported to Unity. At the moment I use it for "floors, tiles and walls and flat surfaces" exclusively. Substance Designer:This can be used for both, tiled materials and models with more complicated UV maps.
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