joelrowney wrote:ive found the implementation of substances to be quite problematic when it comes to multi material substances. having the substance material specifically chosen in the shader means different instances of the shader cant be used for sub materials of the same substance. (unngghhh, my brain hurts)
joelrowney wrote:Also having to also assign the input textures (which may or may not actually show in the selection dialogue) which are already implicitly assigned in the shader. Would maybe having a dialogue option on a texture node that allows you to assign the usage of the texture "IF" the shader were to be assigned to a substance, work better? would this make the usability similar to the default unity shader that fills in the substance output textures as expected when its used in whatever substance material its been assigned to?
joelrowney wrote:Thanks for your response.
i`m creating a planet generator from a spherised cube and using 6 materials in the substance to map to map images on each "face"
https://drive.google.com/open?id=0B6pMRD0-wflvOFBUcWpheVZsZjQ
i have a script to transfer settings between each sub materials substance settings. the default shader finds the correct substance maps for each material and works as expected. i am looking to replace the standard shader used in this with a amplify shader that would allow me to add further effects and access maps in alternative ways (for this i need to set the substance to generate all outputs). i havent had much time to fault find this process, but once i add a newly made amplify shader to any material and add the reference in the shader, when i compile it and return to the unity editor to add the textures into the texture slots, the textures specified in the shader itself (and only those textures) are not available in the texture dialogue. i was wondering if i should consider making either specific shader functions for each substance material that can be accessed and switched between in a single shader, or duplicate the whole shader with duplicate substances (rather than sub materials)?
joelrowney wrote:Thank you for your interest.
the goal of the part of the the project i`m working on is to be able to generate a procedural solar system. this will be attached to a procedural star generator and Galaxy system for the game "Galaxy in Flames" by Mjolnir Software http://mjolnirsoftware.com/
the planets are currently cube mapped cubes that have been deform to spheres.
this is to fix various mapping problems caused by deforming uv`s to a sphere.
Each "face" has its own material id and is has planar 0,1 uv`s like a standard cube (but of course now the mesh is a sphere)
The substance for rocky planets (and a separate one for gas giants) has a switch which tells the substance which projection to generate. this switch is incremented on each material face (cubeframe value in the below image)
I use a script to set the values in each of these materials so they match and can be edited in 1 place.
i have a mapping issue at the seams between each material that i believe is due to a problem with the mesh tangent normals
i am looking into either generating better tangent normals on the imported model from 3dsmax, or generating the sphere its self in code and generating all the mapping and normal data in code (top image).
I am using the standard shader at the moment. It works fine for the rocky planet, but i would love to use ASE to give the jovian planets a more "gassy" look. layered and voluminous.
Re your advice i will try using a shader per face. i am thinking putting the main part of the shader into a function put the substance node reference in the face specific shaders. this i think will allow me to make develop the shader in a single place and then just recompile each shader to update them all, rather than editing each or copying code. your recently implemented shader tabs should make this fairly painless thank you.
you may also be interested in my current galaxy setup which uses ASE to produce a voluminous galaxy using geometry to create slices.
and the internal galaxy which also uses ASE exclusively
joelrowney wrote::D Ha, no worries. i`m sure i`ll be back with more questions as we go. its a big project for a small team. Would you be happy for us to advertise the usage of ASE and other Amplify assets on this project?
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