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Inspiring
March 9, 2024
Question

.sbsar and Unreal

  • March 9, 2024
  • 2 replies
  • 878 views

hello

 

I noticed that unreal does not accept Ambient Occlusion channels from .sbsar files.
Which channels do unreal also not accept from .sbsar?

How should we work with clear-coat?
and other not so common channels

 

thanks

This topic has been closed for replies.

2 replies

Adobe Employee
March 12, 2024

Hi @Abilio5EC9 , the Unreal Engine 5 plugin's standard template by default supports baseColor, metallic, roughness, emissive, normal, and ambientOcclusion. To confirm, you can open the Substance_standard_Template located in Engine > Plugins> Substance in UE5 Content > Templates > parent_materials. It should look like this screenshot attached. If your .sbsar is coming from Designer, I suggest doubl echecking the output settings.

For clear coat, materials I suggest using the Substance CarPaint Tempalte when importing your .sbsar

Inspiring
March 12, 2024

Is there any configuration for the substances to have the same color in their viewport as displayed in the Unreal viewport?

any calibration?


thanks


Obrigado

Adobe Employee
March 12, 2024

For the most part this should be automated by the plugin when you import an .sbsar directly.
Could you share a screenshot of the discrepancy that you are seeing? 

Inspiring
March 11, 2024

hello


Is there any rule regarding the suffixes and names of output nodes, in the tree within Substance, when exporting through .sbsar files to Unreal Engine?

 

thanks

Adobe Employee
March 12, 2024

@Abilio5EC9 The Labels will not really make a difference here. The important thing to note when setting up your outputs in Designer is that you have the correct Usage set in the dropdown. The Identifier can be kept as a single world lower-case ("ambientocclusion", for example).