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Hiya, is there any plans to update this to Unreal version 4.27
Hey folks, Apologies if this has been asked before, having a hard time finding details. On Unity, a Substance default material will automatically assign its outputs using the Standard Unity shader. (Albedo, Normal, etc, all the standard outputs). Is it possible to use a custom shader here and replicate that behaviour? What are the shader properties Substance internally looks for? To be specific, we're looking to use a custom a shader on the actual Substance material, much like the Standard Shader used by default, we're not looking to create a new material with a custom shader and add outputs manually. Is this possible at all or this hardcoded to only work witht he Unity Standard shader? Thanks!
Hello, I am trying to figure out if this is possible and if so, what is the correct function to use from the api:I would like to use the substance for Unity plugin to be able to procedurally adjust my model materials. When I find the parameters that I like I want to bake that version of the substance material to a static unity material (just the albedo and normal). I know there is a bake material button in the inspector, but I am needing to control the bake command through a script. I've taken a look at the substance for unity api documentation, but do not see where I can call this bake function. Please advise! Thank you
Hey guys,I'm working on a project where I create dynamic materials from a Substance Factory and make the exposed parameters accessible via Blueprint variables. For this I have built a function that I can use either in the construction script or the event graph to set the materials. The problem is that as soon as I reference the factory in the blueprint and load another level, Unreal crashes. Depending on how complex the material is, Unreal already crashes when compiling the blueprint.I have built an extra scene to replicate this problem and can provide it if needed. The log indicates that the garbage collection cannot clean everything when loading the new level, because the blueprint holds a reference to the factory. Is this a known problem and if so, are there best practices for creating dynamic materials and referencing substance files? UE4 4.27.2Substance Plugin 4.27.0.1 Excerpt from the log:[2021.12.22-10.28.40:673
I am currently having trouble importing a substance material into unity and it's giving me the error which I posted in the image below I am using unity 2020.3.21f1 and substance plugin 2.6.0
Hi All- We learned of the Unreal plugin not being available at the Epic Store and have reached out to Epic to sort through the account issues. We will let everyone know once the situation is resolved! thanks for your patience.
Any idea why it's showing as no longer for sale?Got some products based on this plugin and having a fun tech support day... Thanks,Ronan
First, if I use the plugin to load an *.sbsar file that has exposed parameters, the parameters disappear almost immediately after selecting the Arnold workflow. That is, the exposed parameters are available as Substance Settings" both before and immediately after selecting the Arnold workflow, but as soon as I move the cursor to the Materials window to select the new material, or if I move the cursor to the Viewport to select a model, the exposed parameters disappear. I no longer have access to these to make adjustments to the new shader.(I have the latest versions of Maya and of Substance Designer installed. I have repeatedly tested this maybe 30 times to detect if I am doing something wrong or missing some step or element. No Joy!) Second, the "displacement" property that is created in the process of loading the *.sbsar file and selecting the Arnold workflow seems to be completely messed up. It throws a huge expansion of something (maybe a height or a normal - not sure) ar
Linking the original topic from the Substance Integrations thread for Substance in 3ds Max - Corona Renderer to continue the discussion on the new Adobe Support Community.
Can we get an ETA on when the Substance.Engine.bundle and libsubstance_link.dylib will be updated with arm64 (Apple Silicon) support? Expected:```file Substance.Engine.bundle/Contents/MacOS/Substance.EngineSubstance.Engine.bundle/Contents/MacOS/Substance.Engine: Mach-O 64-bit bundle with 2 architectures: [x86_64] [arm64]```Actual:```$ file Substance.Engine.bundle/Contents/MacOS/Substance.EngineSubstance.Engine.bundle/Contents/MacOS/Substance.Engine: Mach-O 64-bit bundle x86_64```
I'm using Maya 2020 with v2.1.7 of the plugin. Simply put, there is something wrong with the substance output node in hypershade that breaks the display of tangent space normal maps, regardless of the shader network format. I can see the normal map in the property editor, but once it's passed on to the bump2d2 node, it breaks. The only way to make it appear is to switch the use to "Bump" instead of tangent space normal, which makes work extremely difficult to visualize. What's going on here?
Heya! I've been doing some googling to fix a personal project but to summarize briefly. In Unity version 2020.2.1f1 & substance version 2.6.0a we have several cars on screen and want users to be able to customize the looks of each car that is on screen, so we're trying to creates instances of the same substance so that we can set the values of each of them individually, without it affecting the other one. We'd assumed the way to do something like that would be via initiating or duplicating the substances and our attempt was with something like this: SubstanceGraph _mainBody; SubstanceGraph _mainBodyClone = _mainBody.Duplicate(); Renderer[] _renderers = GetComponentsInChildren<Renderer>(true); for (int i = 0; i < _renderers.Length; i++) { Renderer current = _renderers[i]; Material[] currentMaterials = current.materials; //The cars are subdivided into multiple meshes, for customization - some of
Hi guys. I have had a problem with substances materials. When I try to use directly in 3dsmax through the plugin I can't change the size. Someone know a solution for this problem. Thanks in advance
Hi,I've been trying to set up dynamic material instances following this documentation Blueprint: Dynamic Material Instance. Unfortunately I think the documentation is outdated and no longer works as it references nodes in step 11 & 12 that are no longer in the plugin since the refactor. I found this thread stating the new workflow for setting this up which I got working, however, even though the textures are set to 1024 in the material instance at runtime the textures generated & used are generated at 256x256. What is the fix for this? I've attached an image of my blueprint set up. Any help is greatly appreciated!
Hello,I've installed the Substance plugin-2.3.4 for 3DS max 2018 and i can't assign my .sbsar on my object.I can do nothing.A window open's .ms file missing (image below).Can you help me please?
So I cant get CC to find SP3 I can of course open the program but would like it to link to my account...
I have been attempting to use the plugin for Maya with Arnold workflow.For the first step, creating.loading the *.sbsar node, things seem tp go well. As soon as I click on the "Select Workflow" button, Maya crashes. I have completely updated Maya and am using the most current version of SD. Now, after installing the latest Maya update, Maya crashes sooner. That is, Maya crashes as soon as I attempt to Load an existing *.sbsar file.I have experimented with various *.sbsar files, to try to determine if there is something about the more recently published nodes that is causing the problem. However, it makes no difference if I am attempting to load a very old or a moderately old or one of the newer nodes published on Substance Source. Of course, all my own SD creations are crashing Maya as well.Is there a problem with compatibility between Maya 2022 and the current versions of Substance Designer? Am using a Windows 10 pro, intel machine with 32 GB of RAM and a dirt-standard
I have run into a massive issue that prevents me from properly using the substance plugin with unity. For some reason, the developers thought it would be a good idea to generate all graphs for each drawn frame in the unity editor when selecting an SBSAR file. This may be all fine and dandy for smaller sbsars but considering a lot of your source scans are upwards of a quarter of a gigabyte in size. This leads to 3 - 4 second hangs between generations and the sbsar inspector is unusable. https://youtu.be/YOBXlAZnkLQ I recorded this short clip demonstrating the problem. The first few sbsars I select are a few kb in size. The last one I selected was 250 Mb in size. The editor is fine if I skip the sbsar file and go straight to the graphs and materials within the asset. However, as you realise i was trying to delete the name of the stone_soft sbsar but it locks up and becomes unusable. I realised I am running from a traditional HDD, I will try an SSD and see if it improves. Regard
Unity Version: 2020.3.11f1Plugin Version:2.6.0 substanceGraph.SetTexturesResolution(new Vector2Int(512, 512)); substanceGraph.QueueForRender(); substanceGraph.RenderSync(); throws: NullReferenceException: Object reference not set to an instance of an objectat Substance.Game.NativeCallbacks.csGameTextureCallback (System.String assetPath, System.IntPtr preComputeCallback, System.UInt32 outputHash, System.Int32 pSubstanceFormat, System.Int32 channelsOrder, System.Int32 width, System.Int32 height, System.Int32 mipCount, System.IntPtr sPixels) [0x001a1] in <8088e596cdc64f389f7f79f32b7b19f0>:0at (wrapper managed-to-native) System.Object.wrapper_native_00007FFF4CC95360()at Substance.Platform.NativeFunctions.cppProcessQueuedOutputs () [0x00039] in C:\..\Assets\Allegorithmic\Plugins\Substance.Platform\NativeFunctions.cs:864at Substance.Game.NativeCallbacks+Renderer.ProcessJobs () [0x00012] in <8088e596cdc64f389f7f79f32b7b19f0>:0at Substance.Editor.SubstanceMain.Updat
Nearly halfway through the release cycle for Modo 15, still no plugin. Zero information on whether this is still being developed, nothing for expected release dates. Is it time for Modo users to forget Substance and move on to alternatives?
Hi all, I will post this in Chaos group forums too. I am trying to use an sbsar shader with the substance2 map connection to a vray material. I just tweaked the color corrections a bit but in general it is a vanilla connection. So i start working and everything looks fine ... but after a while the shader loses connection. It appears white or black and then in general things crash. I have done two or three projects without substance so far and i didn't have any issues. So i am relatively confident that this issue is substance - vray related. Is there an updated susbstance plugin ? Am i doing anything wrong. I just load the sbsar file on an empty substance2 node and then i click substance to vray.
Hello everybody, this is my first post here. I have looked for information about it but I could not find any: I am implementing ACES workflow in Max/Vray. So far I think I understand the process. However, I do not know how can I transform the substances outputs into the correct RGB primaries / color space transfer function.I did not see that option in the plugin. Does that mean that if I want to use ACES workflow I have to generate the bitmaps (either with the plugin or substance player) and avoid using the plugin?I would really appreciate some help in clarifying this. Thank you for your time!
Hi all, I came across this post where it was said that the Substance plugin does not support displacement yet in Unity 2020.2 and up. I'm using Unity 2020.3.8f1 and the Shader is URP/Lit. Plugin version is:Release Version: 2.6.0bImporter Version: 29Build Info:Substance Engine Version: 65545.7.2.9 639766099Build Number: 118Commit Hash: 2b1f4be3a8d28Plugin Commit: bb5b08a59db3d1ee3e4da1f31e6bcfdfc0cde11e Plugin Build: 53 Can somebody tell me if support for this is on the roadmap?Thank you.
I am unable to package our UE4 Game, and this is getting pretty critical. Stack trace:UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: begin: stack for UAT UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: === Critical error: === UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\RocketSync\4.26.0-14830424+++UE4+Release-4.26\Working\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 674] UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: Array index out of bounds: 0 from an array of size 0 UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ffae5e54ed9 KERNELBASE.dll!UnknownFunction [] UATHelper: Cooking (Windows (64-bit)): LogWindows: Error: [Callstack] 0x0
Hello 🙂 I am currently working on a android game trying to change substances in runtime.The substance is referenced by a script when I build the game (Caching Behavior paragraph) (https://substance3d.adobe.com/documentation/integrations/publishing-for-mobile-172823474.html). When I use the "Simulator" of Unity to test the game everything works fine - the textures are generated.Building works fine without any Errors, but when I start the game on android (Huawei P40 Pro) then it freezes. 1.) Do I have to put the .sbsar files in a specific folder so that they work runtime?2.) Does anyone have the same problem?3.) Is this a known issue and will it get fixed? Thank you for taking your time to read this message, I am looking forward to a reply :)! Substance files I used (https://drive.google.com/drive/folders/1j82w_zCEi5RpJKJ4UPoyKuqXtXcYV0az?usp=sharing) Unity Version 2021.1.15f1 Substance PluginVersion :Plugin Info:Release Version: 2.6.0bImporter
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