I made 2 new panels for the A320 CAD cockpit in Unity: an older Honeywell ADIRS, and a 2-bottle cargo fire panel. Here are some screenshots. The panels can be easily swapped using a configuration menu. Note that the shadow caster count in the stats window is excessive as I didn’t optimize it yet. The finished model has only a few shadow casters.
I uploaded the Inventor for Game Design manual to Scribd. You can find it here:
Here is a video of the finished A320 model:
Here is an experiment with different layers of materials in Substance Painter. The bottom layer is aluminium, followed by a paint primer, surface paint, and dust on top.
The different layers are revealed using hand painted mask but you can use a mask generator as well.
Click on the picture to view it fullscreen.
Ever wondered why every Substance Painter to Unity workflow tutorial shows the Unity scene with all textures already applied? Because this process is incredibly tedious and time consuming. Each material has 4 or 5 textures which you need to find, then drag and drop onto the material.
The TextureAssign editor script solves this problem by automating assigning the textures to the materials in Unity. It works by name-matching textures with materials.
Get it here:
Here are some new renders I made from the A320 cockpit CAD model. It now includes all panel text, which is embossed into the geometry. View the screenshots at full size by clicking on the thumbnail and then selecting “view full size” on the bottom right.
The CAD model is available for purchase. Please use the contact form at www.airlinetools.com for inquiries.
Changing the state of a button in Unity (ON, OFF, FAULT, etc.) can be done in a few different ways. The easiest is to make a few different materials and change the material at runtime. However, this is not good for performance.
There is a better way. Use a texture atlas (sprite sheet) and shift the UV’s. This way the operation runs entirely on the GPU which is many times faster. It is not as easy to set up though, so here is a detailed description how to do this..
First you need to render separate emissive textures for each button state. In most cases there are 4 states: no lights, ON light, FAULT light, ON and FAULT light. This is great because each texture can be stored in a corner of the main texture making it both efficient and easy to set up.
The textures can be rendered in Substance Painter by creating a layer for each button state, each with different emissive materials placed using the ID map. Then disable all emissive layers except one and export the textures. Rename the emissive texture and export again with another button state enabled. Do this for each button state until you have 4 separate textures. Click on the thumbnail for a better view. I wrote a plugin for Substance Painter which makes exporting the textures more easy. You can find it here:
Once the plugin is installed, just press on the “Export Emissive” button and it will automatically save the emissive channel and rename the texture as necessary.
Below you can see the 4 exported emissive channel textures. Note that the orientation is on its side. This is due to the automatic UV unwrapping from Unwrella. It might not look nice but it is completely irrelevant in our workflow.
The next step is to place each of the 4 textures in the corner of a new, bigger texture. This can be done in Gimp using a plugin called “fuse layers”. You can find the plugin here:
Place the plugin in the following directory:
C:\Program Files\GIMP 2\share\gimp\2.0\scripts\
Once the plugin is installed, fuse the 4 textures into a single one.
File->new-> set the same resolution of the input image. The resolution of the final image will be automatically increased accordingly.
Set Image->mode to RGB.
File->Open as layers-> select all 4 images.
Delete the background layer.
Filters->Combine-Fuse layers. Set x = 2.
To save, use file->export.
Now we have a single texture containing a button state in each corner:
This texture can’t be used as-is because the UV mapping needs to be changed in code. This is what happens when you apply the texture in Unity without any UV modifications:
To fix this, the Unity standard shader needs to be modified. Here is how to do that:
-Download build in shaders.
-Copy UnityStandardInput.cginc and put into project.
-Copy Standard.shader, rename to StandardShift.shader, and put into project.
-Modify the first line to:
Place this code just below the line “_DetailNormalMap(“Normal Map”,…”
_EmissionTileOffset(“EmissionTileOffset”, Vector) = (1,1,0,0)
Note: because the programmers at WordPress think it is a good idea to change the quote format (“), it throws errors when you copy paste this code. I can’t fix this easily on the wordpress site, so you have to change the curly quotes to regular ones yourself.
-Place this code just below the line “sampler2D _EmissionMap;”
-Search for this function:
“half3 Emission(float2 uv)”
-Place this code just above the line “return tex2D(…”
uv.x *= _EmissionTileOffset.x;
uv.y *= _EmissionTileOffset.y;
uv.x += _EmissionTileOffset.z;
uv.y += _EmissionTileOffset.w;
-Create a material and set the shader to StandardShift.
-Add the material to an object.
-Place the texture with the 4 button state in the emissive slot.
-Create a script and add some code to change the button state using SetVector(). Here is an example:
//The vector format is:Tile X, Tile Y, Offset X, Offset Y
Renderer rend = GetComponent<Renderer>();
rend.material.SetVector(“_EmissionTileOffset”, new Vector4(0.5f, 0.5f, 0f, 0f));
rend.material.SetVector(“_EmissionTileOffset”, new Vector4(0.5f, 0.5f, 0.5f, 0f));
rend.material.SetVector(“_EmissionTileOffset”, new Vector4(0.5f, 0.5f, 0f, 0.5f));
rend.material.SetVector(“_EmissionTileOffset”, new Vector4(0.5f, 0.5f, 0.5f, 0.5f));
Now we can cycle through the different button states using a script in Unity. Here is the result:
I released the InvToSP script along with a few tutorials which describe how to get an Autodesk Inventor model into Substance Painter for texturing.
Here is a playlist of the tutorials:
-Significant workflow speedup.
-Automatically import high poly and low poly from supplied directory.
-Fix flipped faces using automated re-import.
-Dynamically adjust mesh resolution.
-Fuse objects (collapse, attach) without destroying the explicit normals.
-Supports Unwrella for automatic unwrapping.
-Convert materials to FBX compatible materials.
-Name modifying for Substance Painter “match by name” baking.
-Add nearby objects to high res model for AO baking.
-Assemble standalone parts into final model.
You can find the script and manual here:
I made a tutorial explaining how to use the Levels effect in Substance painter for Height maps and Roughness maps.
You can find the PDF here: