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Is there any timeframe for when the addon is available for Unreal 5.2? NEEDED!
Hello, I've noticed that the plugin for UE 5.1 renders the mask output from an SBSAR file premultiplied - meaning that everywhere, where the alpha is black, the other channels are set to 0, which is not the desired result.Is there a setting I am missing, or it's just how it works.For comparisson - when exporting the maps from Designer (lower image on the attached file) the color data is still there on the transparent pixels.
Any release dates on Substance addon for UE5.2?
Hi, I've just started trying to use the v3 of the plugin in Unity. When I import the package into a new project (2021.3.6f1) I get this error; DllNotFoundException: sbsario assembly:<unknown assembly> type:<unknown type> member:(null)Adobe.Substance.NativeMethods.sbsario_shutdown () (at Assets/Adobe/Substance3DForUnity/Runtime/Scripts/NativeMethods.cs:96)Adobe.Substance.Engine.Shutdown () (at Assets/Adobe/Substance3DForUnity/Runtime/Scripts/Engine.cs:88)Adobe.SubstanceEditor.SubstanceEditorEngine.TearDown () (at Assets/Adobe/Substance3DForUnity/Editor/Scripts/SubstanceEditorEngine.cs:106)Adobe.SubstanceEditor.SubstanceEditorEngine+SubstanceEditorEngineInitializer.OnBeforeAssemblyReload () (at Assets/Adobe/Substance3DForUnity/Editor/Scripts/SubstanceEditorEngine.cs:58)UnityEditor.AssemblyReloadEvents.OnBeforeAssemblyReload () (at <44a70d1b13cf47e29810e30f45ffae08>:0) In Unity 2020.3.35f1 DllNotFoundException: sbsarioAdobe.Substance.NativeMetho
We have been trying to use the Substance Plugin from the Epic Marketplace and have found a few issues and we are wondering what's the best way to address them or if there is a github for pull requests, etc. We are trying to keep our project error/warning free at all times. Use of Monolithic headers "Engine/Plugins/Runtime/Substance/Source/SubstanceLink/Private/substance/ue/commands.h" Includes #include "SlateBasics.h" Which is no longer allowed"Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs." 2. Debug libraries are expected but missingDebug libraries are missing and we can not cleanly build "Debug Engine" configuration (which we do frequently)Warning Library '\Engine\Plugins\Runtime\Substance\Libs\Debug\Win64\substancelink_framework.lib' was not resolvable to a file when used in Module 'SubstanceLink'Warning Library '\Engine\Plugins\Runtime\Substance\Libs\Debug\Win6
Hi everyone, the Unreal Engine plugin version 5.1.3 is now available on the Unreal Engine Marketplace: https://www.unrealengine.com/marketplace/en-US/product/substance-plugin?sessionInvalidated=true. Please find the release notes below for your reference. As always, we appreciate your feedback and suggestions to help us improve the plugin for everyone. Release notes Added: Support for embedded and external presets Support for parameters with conditional visibility (visible if), providing more control over parameter display based on specific conditions New material template for non-PBR based materials such as glass or car paint Documentation web pages for scripting in both UE4 and UE5, including example scripts and instructions on accessing all available commands in the plugin Fixed: Resolved a bug in the SubstanceCoreHelpers method that produced opposite results during runtime logic Upcoming: Compatibility of the plugin with the latest version of Unreal Engine v5.2
I was just wondering if anyone knows the correct way to setup the height texture for a material?Everything I have found online hasn't worked or breaks my mesh by lifting faces out of place. In the screenshot added it should be adding bumps to the skin but instead moves the mesh.It is frustrating that my models don't look like they do in substance once I get them into Unreal 4.
Hi, on 3.3 & 3.4, latest addon and tools, no sbsar has its graph options displaying, it just applies the default textures from the sbsar, no way to customize any of them:
Can textures edited using the Substance plugin in Unreal Engine be exported to disk and later loaded as regular textures?
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 !
i have downloaded my Substance 3D Assets but how can I use it on Illustrator
We are excited to announce the release of the Substance Plugin for Photoshop 24.4, which comes packed with new and improved features designed to enhance your workflow. The latest version of the plugin introduces conditional visibility, which allows Substance authors to easily hide or show specific parameters depending on their needs. Additionally, parameter grouping has been added to make it easier for authors to organize parameters in Substances We’ve also added a new toggle that lets you scale materials based on their physical size, providing more control and precision when working with your designs. And finally, we now adhere to all the min. max and clamp settings provided by the material author, ensuring that all parameters remain within the specified ranges. Angle parameters are now displayed correctly as well. Release notes: - Added support for conditional visibility- Introduced parameter grouping to help organize and manage materials- Added a toggle to scale materials based
Bug fixes: Fixed an issue in SubstanceCoreHelpers that was affecting image inputs Grayscale images can now be properly applied to image inputs With these bug fixes, we hope to provide a smoother experience for everyone. Please update to Unreal Engine Plugin v5.1.2 to take advantage of these improvements: https://www.unrealengine.com/marketplace/en-US/product/substance-plugin?sessionInvalidated=true
How to access the substance graph instance float 2 data in ue5 blueprint?
Hi, I'm using the Subtance plugin in UE4 to generate animated heighmaps. By default the plugin is generating 8-bit textures (format G8) and I'm wondering if it's possible to specify a custom output format. This doesn't apppear to be a feature of the plugin.Currently, the height maps don't look great as a result of the lower detail .. lots of stepping (thr pic below uses the texture for the depth and albedo).On the other hand, if I use an .exr file exported from Substance Designer, it loads as a HDR image / FloatGRBA format and looks amazing as a heigh map.Would be grateful for any pointers. Is it possible to do this via blueprints? Or does the plugin only generate 8-bit textures?
get the following error, can anyone help?// Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: Unable to dynamically load : C:/Program Files/Allegorithmic/Adobe Substance 3D for Maya/2022/plug-ins/substancemaya.mllThe specified procedure could not be found.//// Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: The specified procedure could not be found.(substancemaya) //
I am using Windows and I am using Blender 3.4 version. An error like the picture appears, how do I fix it?
Hi! I used this tutorial to add displacement to my materials using the Unreal Engine Substance plugin - https://substance3d.adobe.com/documentation/integrations/working-with-displacement-ue4-159451189.html It worked great for the standard Substance Master Material, but it doesn't work with the Triplanar Master Material. It ends up only working when the object is facing a specific direction. Is there a way to make this work with Triplanar? Thanks!
For example, I want to export presets through MAXscript
This is pre-fed substance material in Clo. Heree, i can change the colours and the render doesnt look flat either, hows this being done!
Could the developers of Substance update the plugin for Modo V15.0+ thanks
Hello, I am using Substance in Maya 2022, v2.2.3. I've applied a Brick Generator in my scene, brick_generator.sbsar, from the Substance 3D Painter starter_assets. It's only saving some of the parameters in my Maya .MA file. When I re-open the Maya scene, most of the parameters are reset to their defaults. I am able to create a Preset in the usual way, but that doesn't help me. I'm losing data here. Is there something about this SBSAR that doesn't conform to spec? It only has a single floating point Output, none of the usual PBR stuff like Base Color, Roughness, etc. I haven't had time to test other SBSARs yet. Thanks Aaron
Hi all, this is Clo3D integration related: Im new to 3D Designer, have made a few fabrics watching tutorials and playing around, but I don't know what export settings etc to apply. My goal is to be able to change the colour, and scale of the fabrics pattern when brought into Clo3D. How do I go about doing that? Just to give you an example:I made a dirt ground texture following the substance academy series tutorials. But when I open the .sbsar up in Clo, my the texture is completely flat (see image)The other .sbsar files I made didnt even show the colour, so not sharing screenshots of those here. Only the dirtground texture's colour has shown colour so far.
Hi ThereI work with C4D and Redshift for years now. I just started Substance Painter and I know how to export texture into png for using them in Redshift Textures by linking every png into the correct channel.My question is if there is a better way so I could import textures from Substance directly into C4D via the Substance asset manager. Thanks for any feedback.
I installed Substance 3D Painter for the first time today and was excited to work with Live Link in UE4.27.2, but the send to Substance Painter is not showing up.Is there any way to resolve this?
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