+7
Under review

how to contect substace materia

mikichen 11 років тому оновлено Simon Tharby 8 років тому 35
how to contect substance materials?
i use shader make by shaderforge,substance sbsar materials all node will hide!!
Currently you can't use substance materials, but you can use substance generated textures. Was there anything in particular you wanted to be able to do?
what ur email add,i will send u a file.plz help
I'd prefer to keep bugs etc in here, if that's fine by you! Could you elaborate a bit on what you tried to do, what you expected to happen, and what actually happened?
;let me say again.   i use substance designer export a   substance materials.
this materials has a  some contro slider label.  
if i use shaderforge-make shader .  
this shader  not work together with substance materials.  all contro label will lost(hide).
so if change unity normal  shader   different shader. all contro lagel will show out.
then ,know my  mean? 
Ah, alright, I don't think I'll integrate substances to such a high degree at the moment. You can use its textures though :)
^_^  that is  important !!  
hope the new verson can work together,thx
I agree that we need substance designer material support, the best shader system should work with the best material system after all.  Personally I have been using Substance Designer for years and have setup a lot of stuff that I cannot use now that I switched my shaders to Shader Forge.  
You should be able to drag the substance-generated textures into Shader Forge authored materials. Or does it not work?
If you do that in the inspector it works but that doesn't enable you to utilize the power of Substances, which is real time altering of the texture using code to drive the various parameters you have exposed on the material because you aren't using the material.

If you try to select a Substance image in Shader Forge for a Texture 2D, Unity crashes to desktop. Reported: Here

Also, if you switch the shader on a substance material to a Shader Forge shader, it causes your generated images to be deleted. Reported: Here
I know some people at Allegorithmic, I can try to track someone down there for you to talk with if you need :)
+1
I've got that covered. I just need time. Do you know someone who manages time? :)
Yes but mortals are so easily addicted your time lust would spiral out of control forever craving more and more time, culminating in your body reverting back into a genetic soup of sorts. Not pretty ;)
Hey, I just wanted to know if there is some updates on this issue ?
I just tried to use one substance mat with a shader forge made shader and I just noticed that I can't (same issue than above)

I can do my texture manually but it's kind of a pain for the artists, as I put different kinds of informations in different channels.

Thx a lot :-)
Wanted to voice my support for this being a high priority. Substance Designer is a huge part of my 3D pipeline for my next project, and the only thing keeping me from getting Shader Forge is lack of substance support.
I'm curious on when this will be addressed as well. Perhaps there's something that Unity is looking for within the built-in shaders vs the custom ones... 
Is it still crashing when you drag a substance texture into a Texture2D node?
Hi there Joachim,

any news to full substances support in Shader Forge? I really like your tool, but there's no way how we can execute our project without a very intense use of the Allegorithmic Substances we already created. It would be just perfect to be able to further alter them through Shader Forge ... Thanks.
Altering them in SF won't ever be possible, that's not something you do on a shader level, thats all handled by substances themselves
The main demand is not about altering substances in SF, but to be able to use shaders made with SF with materials generated by Substances. They work with almost all regular shaders, but are not handled my SF made shaders
You can already use substances in SF, no? Unless I missed something. You should be able to just drag the substance textures into a standard Texture2D node
Thanks for the replies, Joachim. I am a bit confused, I thought it would be possible to load a substance into the SF editor and have it displayed in nodes. If that won't be possible that's really a bummer. Just using the textures and rebuilding the shader again until it looks right / same is something we can't do for over 800 substances (to date) for our project. Also, what Vincent said ... :)
When you mention that you want to use "substance materials" with SF, the problem is that materials are already using a predefined shader. You *can* use substance textures in SF however, which should get you the look you want, no?
Maybe I have just a knot in my brain right now. :) I thought it would be possible to drag a substance into SF and have the nodes and preview exactly showing what I would see if I assigned the substance to, let'S say, a sphere in scene view, including all settings. Yes, I know I can setup nodes myself and use substance textures with it, yet we are still building up some complex node system per substance manually trying to match the original that way. But maybe it's not possible to "reverse engineer" the substances into SF? I am not an expert, just was always assuming that is what people are asking for. :)
+1
For the look yes. For the workflow, not really.
Basically when I use a substance inside Unity I can generate a material from this substance and choose the shader I need.
In the inspector, I have the shader exposed properties + the substance exposed properties.

But if I select a SF shader all the Substance exposed properties disappear (and my heart is broken)

Standard shader :


Shader forge shader:



+10
I see, so it's an inspector shortcut on a material level. I can look into this at some point :)
Cheers you will make many people happy :-)
(if you can also relink the generated map to the proper slot it would be awesome ;-))

"I see, so it's an inspector shortcut on a material level. I can look into this at some point :)"


Any news on this? Would be really nice to have substance properties not disappear from the inspector when using shaderforge shaders.

No news on it at the moment, unfortunately quite busy with another project

As a temporary solution, I just removed (CustomEditor "ShaderForgeMaterialInspector") from the end of the shader code. Seems to work :)

Are there any drawbacks to this? Thinking about picking up Shader Forge but I'm pretty committed to altering Substance Materials in real time for the project I'm currently working on.

+4

Hey,

I have just joined Allegorithmic at the beginning of this year, so if you need some info that can help you integrate Substances with ShaderForge, drop me a line ;)

After importing the Substance .sbar file into Unity, all siders etc. for that Substance material are still accessible in the inspector, when you click on that Substance archive (whatever shader you use). You can tweak the Substance parameters there and the shader on the instance of the Unity material that uses the Substance texture(s) will then render the updated Substance texture(s).