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AdamZ101
Participant
January 19, 2022
Answered

Textures are compressed from sbsar to Unity

  • January 19, 2022
  • 1 reply
  • 998 views

Hey everyone. So I'm exporting my sbsar to Unity but the normals have artifacts. What settings do I need to adjust in Unity 2021 URP to get them to look similar to Designer? I increased the resolution to 4096, but that didn't help. I also tried to change the compression as well with little avail. Any help would be appreciated. I'm also using the Substance Designer plugin/asset from the Unity store. Thanks!

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Correct answer AdamZ101

Hello,

 

Thank you for providing these additional details.

 

What is the inheritance method for the Output size property of the SVG node?

 

It should be Absolute. If that is not the case, the bitmap computed from the SVG image will be saved at 256*256 resolution, which will carry over downstream and impact the Blend node's mask quality.

Additionally, I recommend using the Normal Blend node for blending normal maps, as it applies some additional processing such as normalisation of the blended normal vectors.

 

If that still does not help, I can move this thread to the Substance 3D plugins Support Community, so it is visible to the team working on the Substance for Unity plugin.

 

Best regards.

 


Hi Luca,

 

Thanks for all your help. After playing around with different graphs and changing the output format settings and seeing the results, it looks like my problem is that I applied a transform 2d before the normal conversion. If I set up my graph with the grunge > normal > tranformation 2d > normal blend, it works. 

1 reply

Luca Giarrizzo
Community Manager
Community Manager
January 20, 2022

Hello,

 

Thank you for reaching out to us!

 

The image quality loss is possibly caused by one of these issues:

  • the normal map being exported with 8-bit precision, which is not enough to reproduce smooth gradients. Maybe the target image format being used does not support 16-bit precision?
  • the graph stream which goes to the Normal output includes a Bitmap node which Output size's inheritance method is set to Relative to parent.

 

For both of these issues, you may refer to this page of our documentation. Feel free to let me know if that did not help, I am happy to assist further!

 

Best regards.

 

Luca Giarrizzo | Quality Engineer - Substance 3D Designer | Adobe
AdamZ101
AdamZ101Author
Participant
January 20, 2022

Thanks for your help.

 

On my original graph, changing the Output Format to HDR High Precision (32F) didn't work. However, creating a new graph with the Output Format set to HDR High Precision (32F) does.  Is there another setting somewhere on my original graph that I can change to get the same result?

 

Thanks.

 

Luca Giarrizzo
Community Manager
Community Manager
January 21, 2022

Hello,

 

Thank you for providing these additional details.

 

What is the inheritance method for the Output size property of the SVG node?

 

It should be Absolute. If that is not the case, the bitmap computed from the SVG image will be saved at 256*256 resolution, which will carry over downstream and impact the Blend node's mask quality.

Additionally, I recommend using the Normal Blend node for blending normal maps, as it applies some additional processing such as normalisation of the blended normal vectors.

 

If that still does not help, I can move this thread to the Substance 3D plugins Support Community, so it is visible to the team working on the Substance for Unity plugin.

 

Best regards.

 

Luca Giarrizzo | Quality Engineer - Substance 3D Designer | Adobe