Substance Painter to Unity's HDRP (HD Render Pipeline)

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Learn how to export textures from Substance Painter to the new texture format in the HD Render Pipeline as well as create your own custom export configs.

^(Not my product just the package I use for my intro)
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For anyone just now watching this, Substance Painter now has built in presets for HDRP and URP

JadenGoter
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thank you. Subscribed. Hope you'll talk more about this more at length on opaque materials also.

VoidloniXaarii
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Hello, I'd like to inquire about HDRP and its use of DirectX. As far as my understanding goes, HDRP utilizes DirectX, particularly for ray tracing technology. However, I've encountered an issue when exporting normals as DirectX; they appear inverted. While considering a switch to OpenGL and manually inverting them, I'm aware that DirectX is well-suited for Windows and ray tracing.

I've attempted to change the API in Unity, but unfortunately, it doesn't seem to resolve the problem. My question is whether there's a way to use normal maps as DirectX in Unity without encountering this inversion issue, or if there's an alternative approach to address this matter. Your guidance on this would be greatly appreciated. Thank you.

kali
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thanks for sharing. would love to see a workflow for Unity's Universal Render Pipeline (LWRP).

warlockCommitteeMeeting
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It seems like the AO property used in this video isn't quite right. That's just the AO produced by the different layers within SP. It doesn't include the baked AO coming from the mesh itself. I believe the correct property to place into the Mask's "G" channel is "Mixed AO", not the "Ambient Occlusion" from the Input Maps. Please correct me if I'm wrong.

dangoyette
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how to add the height map in HD Render pipeline?

SDK_Gaming
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At 2.07, all of the slots you've been dropping input maps into suddenly switch to empty, I'm gathering because you did something off screen. What was that?

hiabex
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Hi Joey, i really liked your 2 videos about the HD Render Pipeline. Iam trying to set up a scene using Photogeommetry struggeling with the new layered shaders that take up to 4 materials. Maybee you could give an overlook on how they work, specially with the detail masks and the ways applying them to the objects/surfaces (vertex paint or by extra texture). Keep up the good work :)

lyrind
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Don't you need to change srgb to linear for mask map? Or is it handled by Unity/Painter?

redblackhood
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Forget what I wrote before, nevermind. Pretty nice video! thx

nekrosarts
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Hello
very well explained!
do you also know if the highdef rp. can you also use substace live link?

dima
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HI - great tutorial! I don't seem to be able to get the resulting material looking the same as in Painter though. The metallic always looks too metallic. Part of the issue is I don't really know what those 3 base map sliders do. And no matter how I change them it never looks correct (unity 2020.3). Would anybody know where I may be going wrong?! thanks

nickholl
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HDRP and VR or ECS? Thx for the tutorial!

SoaringSimulator
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What about exporting directly from Substance Designer? Is this possible?

semirukiya
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could you go a little faster please? lol

AnthonyFassolas