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Hello,
I am using the substance in unity plugin, and I would like to provide a position texture input to the graph to create a perlin noise.
It seems that even if I input a 16 bits texture the graph only reads it as 8 bits.
In substance designer we can only set the output format and not the input.
Is there a way to tell the graph that we want the input texture to be 16 bits ?
Thank you very much !
Hello Neagu,
Thank you for these additional details.
After further assessment, it appears the issue indeed lies in the Susbtance in Unity integration.
The pixelated look is a result of quantization of the position map, which limits precision and results in smooth gradients being flattened into stepped squares. The plugin is likely converting the RGBA16 input into RGBA8.
This issue is now reported to the integrations team. I appreciate your patience in the meantime and thank you for your va
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Hello @Neagu21988200u3ot,
It is likely that somewhere in the graph, the data is converted to 8-bit by a node, and this change impacts data downstream.
Nodes which take multiple inputs, such as the Blend node, have a primary input marked with a small dot inside the input connector. The primary input will drive the resolution and bitdepth of all parameters which inheritance method is set to Relative to input.
This is an easy trap to fall into, so I recommend checking the graph for any changes happening to the data from the input nodes down. I hope this is helpful!
Best regards.
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Hello @Luca Giarrizzo , thank you for the fast answer.
Here I have a graph with everything in 16 bits.
I create 2 .sbsar , one with the position texture included to designer, and one with the postion texture as an input in unity and I get a different result.
Note that both output texture in unity are on "point" and raw so no compression is made .
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Hello,
Thank you for the additional informations.
Based on the third image in your reply, this appears to be a resolution issue rather than a bitdepth issue. Please check the following:
Best regards.
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Hello,
Thank you for your interest.
- The output size for the nodes are absolute 1024x1024 and the graph is parent size x1.
- The resolution of the input texture in unity is 2048x2048 16 bit per channel
- The graph resolution in unity is 1024x1024 with no compression ( raw )
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Hello Neagu,
Thank you for these additional details.
After further assessment, it appears the issue indeed lies in the Susbtance in Unity integration.
The pixelated look is a result of quantization of the position map, which limits precision and results in smooth gradients being flattened into stepped squares. The plugin is likely converting the RGBA16 input into RGBA8.
This issue is now reported to the integrations team. I appreciate your patience in the meantime and thank you for your valuable help!
Best regards.
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I will also move this thread to the Substance 3D Plugins board so the team can track it more easily.
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Thanks for clarifying 👍.
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Have this issue been resolved yet?
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Hi,
Are you still encountering this issue? If so, could you please share some examples or repro steps?
Thanks!
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Any update on this I'm getting the issue still with latest substance designer and unity when trying to use a position map to drive a substance graph. Done all the usual workaround stuff like forcing it to 16bit forcing the parent to a larger size, forcing all the nodes to run at 16bit and 2048 etc. wondering if i've missed a setting somewhere or if it's broken still. thanks!
but in unity looks like its 8bit / 512px texture
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Hi @Mark_Edwards thanks for reaching out. Confirming that I am able to reproduce this in the current version, so it appears it has not been fixed. We are tracking this issue again and will update with a fix when that is ready. If we discover a workaround, I'll let you know as well.
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perfect, thanks
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