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Use mask provided by engine to influence graph?

Community Beginner ,
Jul 14, 2021 Jul 14, 2021

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I'm trying to make a kind of lava animation in Substance designer. The animation is pretty much lookign the way I want it, but I've had this idea. What if I make a lava lake and the edge of the lava lake where it touches the walls is brigher/darker?

In Substance I can easily make a mask and use that to influence the material in just the right way I want it. But let's say I want to make two lakes. Of different sizes and shapes. If I don't want to create a new material for every instance of me using lava, I need to get the mask information from the engine. And getting a mask would be no problem.

But is there a way to use a mask from Unity and incorporate it into the graph? On a per item basis?
Or would that be something I'd have to construct from scratch with shaders?

 

 

Thank you!

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Substance Graph

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correct answers 1 Correct answer

Adobe Employee , Jul 15, 2021 Jul 15, 2021

Hello,

 

You can use the scripting API included in the Substance for Unity plugin to pass textures to graph inputs.

 

If you need the mask texture to dynamically adapt to the geometry of the scene, then you need to set up a shader which would detect geometry intersections and write data to a Render Texture (or Render Target) accordingly.

 

Best regards.

 

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Adobe Employee ,
Jul 15, 2021 Jul 15, 2021

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Hello,

 

You can use the scripting API included in the Substance for Unity plugin to pass textures to graph inputs.

 

If you need the mask texture to dynamically adapt to the geometry of the scene, then you need to set up a shader which would detect geometry intersections and write data to a Render Texture (or Render Target) accordingly.

 

Best regards.

 

Luca Giarrizzo | QA Analyst, 3D & Immersive | Adobe

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Community Beginner ,
Jul 18, 2021 Jul 18, 2021

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Thank you very much for the reply!

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Adobe Employee ,
Jul 18, 2021 Jul 18, 2021

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Happy to help @Chaonic!

Luca Giarrizzo | QA Analyst, 3D & Immersive | Adobe

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