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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.
Engine: Unreal Engine 5.0.2 compiled from source code d11782b9046e9d0b130309591e4efc57f4b8b037 commit.Issue: When attempting to build the engine in "<Debug/Development/Shipping> Server" mode, it seems like the plugin is failing to compile with the following error:Reproduction steps:1. Compile the engine from source code.2. Create a project and enable Substance commit.3. Change project type to Development Server (Please note that it works perfectly fine if you compile it in Editor mode)4. Attempt to compile and you will be greeted with the following errror:1>UnrealBuildTool : error : Missing precompiled manifest for 'SubstanceCore', '<redacted>Server\Development\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 its 'Type' is correct.Adding the PrecompileForTargets
Hi everyone, We have taken our Substance 3D plugin for UE 5 out of beta and have officially released it on the marketplace. Please find attached an example of how the plugin could be used. In this example, Wes (Adobe artist) is using Substance Modeler for modeling and the Substance 3D plugin in Unreal Engine 5 for texturing. Looking forward to seeing all the amazing things you'll build using the plugin!Download the plugin here: https://www.unrealengine.com/marketplace/en-US/product/2f6439c2f9584f49809d9b13b16c2ba4?sessionInvalidated=true Documentation: https://substance3d.adobe.com/documentation/integrations/unreal-engine-5-225970446.html High-Level Overview: https://substance3d.adobe.com/plugins/substance-in-unreal-engine/
I noticed that using "Substance2" node will increase rendertimes from 400%-1000% compared to old "Substance" node. This makes Substance workflow very Genius News
The 'Substance to Corona' convertor doesn't recognize Corona 8. It tells me to 'Please select Corona as your primary renderer' There have been multiple reports of this on the Corona forums.
The "Load sbsar" command in Blender headless mode (no UI) does not generate a folder with .tga textures. Any reason for that ?
The Red and blue channels randomly switch when using the image input in the ue4 plugin. Can reliably recreate this with the image input but also sometimes occurs when using a multi switch for baked images & no image input. This happens even with the image input hooked directly to the base colour output node as well. Set up used for the below images: We were able to test this by simply switching to the image input & back again causing it to go blue.If I create a "MakeFloat4" node & swap the red/blue channels it outputs the intended base colour. This isn't a solution as when making other unrelated changes (e.g. texture resolution) & the texture updates everything & outputs the correct channels as intended originally so that change in the material would then make the texture go blue when working correctly. Any help greatly appreciated
Hey Team, do we know when we'll be fixing substance maps in 3ds Max? As of right now, sbs is unsuable in the DCC. Please lets fix this legendary tool! If you would like examples please reach out and i'll document the events. In a nutshell, the biggest issue.. anytime you change any parameter it will reset / revert the graph to default.
Hi folks, I would like a issue of the Blender Substance add-on to be resolved. I am unable to get the add-on to work on my company assigned work station. I do not have admin rights on this System. Also the System has an enterprise level anti-virus installed. I get this error when i try to load a .sbsar file. The remote engine is running I have narrowed down the issue being a lack of admin rights. (The anti-virus doesn't have this issue in their logs). I am also unable to uninstall the integration tools. It windows blue wheel just spins and it does nothing. I am also unable to update the integration tools. It gives me a permission error.My question can the add-on ever work for a non-admin user profile on a windows workstation? The add-on gives the same error on a non-admin user profile Mac as well The add-on works on my PC at home.The integration on a non-admin user profile 3dsMax works fine. Platform: Windows 10Blender Version: 3.1.2Add-On Version: 0.
Hey, i have been experiencing a weird problem out here that no one ever mentioned in anywhere that i could find. Anyone knows that how i can solve this issue?
Hello, if I try to load this material into Blender, it generates totally wrong textures. On the left is a default diffuse map from Blender, and on the right - the same one from Substance Player. Is it some bug in Blender plugin, or am I doing something wrong? Thank you Blender 3.1.2Plugin 0.16.0Integration tool 1.2.3
Hi together, I´ve recently tried out the Substance Plugin for Blender, and so far, I like it! But I realized that when I texture my asset in Blender, then export an FBX with UVs and such to UE4, the Substance textures does not apply in UE4! I tried exactly the same with just an Albedo-Map from the same Sbsar-file via the Substance Player, took that map in Blender, textured the asset, exported the FBX, and voila, the FBX shows up textured in UE4! So my guess is that if I use the sbsar-files with the Plugin in Blender, sometimes doesn´t "convert" right the textures when I export the asset to UE4, but I don´t know how to solve it! Any ideas? Peter
I cannot use substance plugin in 3dsmax 2022 because everytime I try to convert a substance into a specific renderer's material, a lot of error messages appear (see the attached image).I've tried uninstalling and reinstalling Vray, using the plugin only with Arnold and applying the suggested pre and post render scripts (I don't know what that means, though).The message "The Substance plug-in has detected an Incompatible renderer" keeps showing when I press the open dialog button and the materials in the viewport are displaying black, when I close all the error-related popups.
Made a build to test the performance (Unity 2021.2.x, Mac OSX) and in the build I get the following error: SubstanceEngineNotFoundException: Substance engine not foundat Adobe.Substance.NativeMethods+NativeMethodsImpl.sbsario_sbsar_load_from_memory (System.IntPtr data, System.IntPtr size) [0x00025] in <28eec1c1cee94ed38253b35ccf47d203>:0at Adobe.Substance.NativeMethods.sbsario_sbsar_load_from_memory (System.IntPtr data, System.IntPtr size) [0x00010] in <28eec1c1cee94ed38253b35ccf47d203>:0at Adobe.Substance.SubstanceNativeHandler..ctor (System.Byte[] fileContent) [0x0002b] in <28eec1c1cee94ed38253b35ccf47d203>:0at Adobe.Substance.Engine.OpenFile (System.Byte[] data) [0x00000] in <28eec1c1cee94ed38253b35ccf47d203>:0at Adobe.Substance.Runtime.SubstanceRuntime.InitializeInstance (Adobe.Substance.SubstanceMaterialInstanceSO substanceInstance) [0x0000b] in <a948cc3a078e4af6aca89ce3b6cba84f>:0When running in the Editor, there are no issues - only happens in
Hi, I have been using Corona 8 since it's launch. Today I tried to use for the first time 3dsmax substance material with Corona 8 but it didn't work. I got the error that I don't have Corona as renderer. So substance plugin does not work with Corona 8? It worked just fine with Corona 7. I just would not like to go back to Corona 7.
In your 3ds Max workflow, how important is it to have support for Substance Materials in Corona Renderer 7+?
Hello!We have been using substance painter for our UE4 project, and we've been starting to port it into Switch/PS4/Next Gen stuff, but to my understanding the plugin we get from the store doesn't have the correct run time?Do we need to do something? How do we get access to the right plugin? Regards!JP
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