I have a substance (sbsar) that I'm using to generate a procedural material . I have applied this texture to reversi pieces. It works well, but all the pieces look identical. I addressed this by using a script to change the
$randomseed property and then call the
RebuildTextures method for each piece. The effect is exactly what I want: each piece has a slightly distinct marble pattern.
The problem is that the process of rebuilding the textures for 64 pieces takes about 20 seconds. For a simple Android game, this is not acceptable performance.
The designer has the option to "bake" the material under Load Behavior, but this only works for one variation. Is there a way I can bake many different random seeds? I'd be OK with pre-generating a batch of non-procedural materials from the substance and picking randomly from that batch at runtime, but I'm not sure how that can be done.