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Participant
Jun 8, 2023 2:12 PM UTC
Question

Substance plugin for Unreal renders masks premultiplied

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.

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3 replies

Community Manager
Jun 14, 2023 12:17 AM UTC

Hi, Would it be possible to share this Sbsar file for testing?

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Participant
Jun 19, 2023 8:36 AM UTC

Actually I think there are two other issues, which can possibly lead to the thing I described:

1. The plugin doesn't properly reload the SBSAR file. When I try 'Reimport' it directly crashes the engine (UE 5.1.1). When I do it with right click 'Import to /Game/.....' it replaces the SBSAR and the Substance Graph Instance, but does not rebuild the outputs properly, so I need to manually delete them first. So part of the issue may be that it wasn't updating the output settings correctly.

2. Any time the maps are regenerated, for example by changing the random seed value - their compression and filtering settings are not taken into account. For example I have a pure data map, which I use for pixel sampling, and despite it being set to 2DPixels, UserInterface2D an Nearest/Unfiltered everywhere, I still get filtered image, which means that the plugin somehow overrides the format of the texture, set in Unreal.

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Adobe Employee
Jun 21, 2023 2:10 AM UTC

Hi @Mingho30297915xbbp , thanks for sharing, I can reproduce the crash issue on reimport and we are tracking that now. However, i can't quite reproduce issue 2 on my end. If you could provide the assets you used that could help us reproduce and fix the bug on our end.

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