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Any news? It's been months since you've said "soon". Thanks
Hi everyone,Today, we updated the Unity plugin with a few performance improvements for Mac users. Please find the release notes below and let us know your experience:Added/Updated:1.38x performance improvement for MacGPU engine on the Mac uses Metal instead of OpenGLFixed:Mac issue where the R and B channels of the output textures will be flipped
Hi everyone,We have released an update to the Unity plugin that contains fixes for some of the issues you recently reported. Let us know if you have feedback or questions. Thank you!Added/Updated:- Performance improvement on script recompilationFixed:- Asset import failed in the Unity plugin when importing custom Sbsar materials- "ArgumentException: Value does not fall within the expected range" error- "ArgumentOutOfRangeException: Index was out of range" error
How do we get to the old Substance 3D forums? Those hosted a wealth of valuable information in nice linear and easy to navigate format.
Every time I try to load this specific substance into the add-on, it doesn't work. It's this wood and another substance by the same designer. I don't know if it's the add-on or the substance, but it works fine with this other material.
Blender version 3.3.0Most recent addon vesionWhen loading a material all it says in the list next to the material name is "(rendering...)" and a MS error window pops up:Always the same mesasage, have already tried reinstalling it etc.
The "Substances textures saved" every time I press Ctrl+S is very annoying. I'm talking about this line at "persistence.py": <pre>SUBSTANCE_Utils.message(title="Substance Addon", message="Susbtance textures saved")</pre> Of all the addons that I have in Blender, this is the only one that needs to remind me I'm using it every time I save my work.
Hello guys, when l wanna add ths material with substance3d l get this error . What should l do
Hi everyone,We recently released a physical size feature in the Maya plugin. This feature lets you use digital materials at the same size as their physical counterparts and tile them over your models at the correct size.The physical size feature is available for these versions of Maya:Maya 2018, 2019, 2020, 2022, and 2023 on Linux, macOS, and WindowsMaya LT 2018, 2019, and 2020 on macOS and WindowsYou can find more information about the physical size feature here: https://substance3d.adobe.com/documentation/integrations/-232292481.htmlIf you use this functionality, please share your experiences with us.
Under plugins in photoshop, I have substance 3d materials, how did it get here, and how do I remove?
Hi, hope someone could help me here.A while ago, when the Substance add-on for Blender was released, I signed up for this prerelease and installed it.After not using it for a while and using newer versions of Blender without copying add-ons from previous versions, to keep it clean, I try to download the new release of this add-on, and thats where I'm stuck…When I try to download again, I log in, go to the programs and select "Join", then I get a message saying "An Adobe ID with this Email is already part of the program."However, when I go to "My Programs", on the Adobe prerelease site, there are "no programs available".Any idea how to fix this so I can download the add-on again?
HiI download this Natural Oak Wood in substance 3d asset. there're Preset however I could not fild the field of Preset in UE5. Need advice ThankTravis
Hi, I ask the question here:https://community.adobe.com/t5/substance-3d-painter-discussions/special-unreal-engine-substance-plugin-s/td-p/13111933There I was told this part of the forum exist, so I am moving the question here.I was told that the substance plugin should work on other platforms but that does not seem to be the truth, as I get this error: 'Engine/Plugins/Marketplace/Substance/Source/SubstanceCore/Private/SubstanceCoreHelpers.cpp(62,10):fatal error: 'SubstanceCorePS4Utils.h' file not found' as long as I do not remove the default PS4 whitelist inside the uplugin file of the substance plugin.PS5 for example is not whitelisted by default, if I would add it I get 'ERROR: Unable to instantiate module 'SubstanceEngine': Substance Plugin does not support platform PS5'.If I let PS5 as not whitelisted as by default, the error does not appear, but the packaging will crash while compiling shaders.Sadly Epic is not able to just include information why the cooking crashed or what
I am using substance plugin in UE5 and I want to get the maximum and minimum of an input in substance graph instance. Is there any solution using blueprint, or C++?
Hi everyone, we recently made a minor update to the Substance 3D plugin in UE 5 and UE 4. and here are the release notes: Fixed: Textures are not generated when duplicating a substance graph An issue with image inputs with SBSARs in UE5
Execution environment:Version: Unreal Engine 5.0.2 / Visual Studio 2019 Pro / Substance VersionName5.0.3OS: Windows10Reproduction method:(1) Get the UE5.0.2 engine source on Github.(2) Install .Substance (5.0.3) and place the plugin in the UE5.0.2 engine source.(3) After building the UE5 project with .DevelopEditor, start the project (ThirdPersontemplate).(4). Package (Windows → Shipping or development)(5). A small window is displayed saying "Package was successful", but nothing is stored in the actual folder.(6). When you check the log, the following is displayed.Error log:UATHelper: Packaging (Windows): ERROR: Missing precompiled manifest for ‘SubstanceCore’,‘(Project path) \ Intermediate \ Build \ Win64 (project name) \ Shipping \ SubstanceCore \ SubstanceCore.precompiled’.This module was most likely not flagged for being included in a precompiled build --set‘PrecompileForTargets = PrecompileTargetsType.Any;’ in SubstanceCore.build.cs to override.If part of a plugin, also check if i
Related to How to get the range of the input - Adobe Support Community - 13090870,I found a blueprint nodes called 'Get Float Input Desc' and 'Break SubstanceFloatInputDesc', which make me able to obtain Min and Max of the inputs, but I realized that I can only got the Max value from both Min and Max nodes.I checked the source code of the plugin and found the codes in `SubstanceGraphInstance.cpp` as below. case Substance_IOType_Float: K2_InputDesc.Min.Add(((InputDescFloat*)InputDesc)->mMaxValue); K2_InputDesc.Max.Add(((InputDescFloat*)InputDesc)->mMaxValue); K2_InputDesc.Default.Add(((InputDescFloat*)InputDesc)->mDefaultValue); break; case Substance_IOType_Float2: K2_InputDesc.Min.Add(((InputDescFloat2*)InputDesc)->mMaxValue.x); ... I think this is the mistake that we should add `mMinValue` into `K2_InputDesc.Min`.
1. When initially loading an sbsar, the chosen resolution is ignored. For example, the width reads "1024" in both the addon preferences and in the Substance 3D panel, but the material generates 256x256 maps instead. Clicking on default preset or unlinking width/height causes the textures to be re-rendered at 1024, but changing the substance parameters (color etc) does not. 2. In addon preferences, the "initial load format" doesn't get saved and is ignored when loading sbsar. Every format always defaults to TGA. 3. In addon preferences, the name match filter doesn't seem to work (for example, I can't make it ignore Displacement outputs, which is often desirable when targeting/previewing in Eevee). 4. Despite an attempt to ensure OpenGL normals, often the sbsar will output a Y- normal map anyway. It would be nice to have a tickbox in the Substance panel to flip the green channel at will. Adding an RGBCurves node between the texture and the normal map nodes (and then muting
Hello I have installed the Substance suite and I work mainly in Modo but the plugin for mOdo doesnàt work at all.It is still listed as Modo 14...but I tried to install it there too but it doesnàt work too. Im I missing something?
It would be very helpful if there was a place in the settings where the file format could be changed to i.e JPG instead of being TGA as default. I know it can be changed in the settings of the material itself, but then I have to change all 5 dropdowns.
I really like the new updates made to the Blender addon, but when I change the properties in the Substance panel after having applied it to an object, it stops updating all of a sudden. When I delete the material and try to import/create it again, I get the "could not connect to the Substance 3D remote engine" error. It only works after closing and reopening Blender again. Have anyone tried something similar? I'm using a MacBook Pro 16" from 2019, running Blender 3.1and version 0.18.5 of the addon.
The previously exposed Substance Generation Methods in both project and per-substance factory are no longer exposed in UE 4 or UE 5. How do we get control of the runtime Substance generation methods for the game?New:Previous versions: Thanks in advance
I've posted this in another thread but it seems to have gotten buried and I think its an important issue so I'll post the issue here as well. I've been having an issue with image inputs with SBSARs in UE5. It seems like you can give it any image type you want as an input, but only jpegs seem to actually be read. I'm trying to build a system that allows artists to add height maps as image inputs, but that requires high bit depth gray fromats like PNGs in order to get the needed detail.There is no error message or visual corruption when using a non-jpeg format, simply nothing happens. For UE5 it seems like you got rid of the SubstancePNG, SubstanceJPG & SubstanceTGA import formats so I assumed any standard image format would work, is that not the case?I've attached some images showing the issue, any help would be appriciated
App Version: 5.0.3 (bug discovered in 5.0.2)Platform: Unreal Engine 5OS: Win11Description: Updating a Substance Instance with no generated Material causes the engine to crash. I discovered this because I only wanted the outputs of an instance to build my own shader, so I creating the instance and told it not to generate a material; however, another instance of the same Factory that did generate its own material from a standard template and another with the new Tri-Planar did not crash the engine. Reproduction:1. Import a .sbsar to a project2. Create two graph instances - one that has "create material" checked, and another that does not3. Changing values in the instance that has "create material" enabled should generate fine4. Changing values or disabling maps in the instance that does not have a created material should crash Expected Result:I should be able to generate and update my graph outputs without the engine crashing. Attached is an example error trace create
My graphs that wer working in previous version are now no longer saving the input color and greyscale maps for some inputs. This makes my graph reults unusable.Ive tried updating the graph and re-exporting the substance graph but the same thing occurs.
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