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Hello! I've recently come across a crash in the Unreal 5.5 substance plugin, 100% reproducible Create a new Substance Graph Instance WITHOUT creating a material instanceOpen the Graph instance and disable any texture output parameterUnreal editor will crash due to a nullptr reference I was looking through the plugin source code and the fix is very simple Inside the file Plugins/External/Marketplace/Substance/Source/SubstanceEditor/Private/SSubstanceEditorPanel.cpp line 786 Graph->ConstantCreatedMaterial is not being checked before being accessed auto mat = Graph->ConstantCreatedMaterial; for (int i = 0; i < mat->TextureParameterValues.Num(); i++) { if (mat->TextureParameterValues[i].ParameterInfo == OutputData->ParamInfo) { mat->TextureParameterValues.RemoveAt(i); break; } } mat->PostEditChange();Should be wrapped in a null check i.eauto mat = Graph->ConstantCreatedMaterial; if (mat) { for (int i = 0; i < mat->Textu
Hello, are there any download archives for the substance for 3ds max 18 plugin. I recently had to reinstall max, and a few years ago the 2018 plugin was still offered but i have lost the setup file.I am unfortunately stuck on 3ds max 2018 as it is the last version with an exporter plugin for the game engine i am modding, so upgrading to a newer version is not possible.Is it possible someone still has the installer and could upload it if not officially available?
The Substance Materials appear too dark. See Screenshot below.How to fix this?Thanks for any ideas!
I removed within the Plugins-->Marketplace Folder the Substance FolderHowever, when I try to re-install the Epic Launcher is telling me, that the plugin is still installed. How to succesfully un-install the Substance 3D Plugin and then re-install?Thanks for any ideas, appreciate it!
Hi everyone. On the marketplace for epic games it says that:This product is not available in your region.How can i use subastane for my projects? Thanks in advance!jessi
Hi everyone,We just dropped a new update for the Substance addon in Blender, packed with improvements and a few fixes you've been asking for:Now compatible with the latest version of Blender! What's new: Added Octane translucent shader View your CPU core count and set a memory budget in addon preferences Upgraded Connector to v1.2, with support for both .sbsar (substance materials) and geometry files Fixed: wmic missing error message Python errors for Blender 4.4 Thanks as always for your feedback and testing! Link to download: https://www.adobe.com/products/substance3d/plugins/substance-in-blender.html
Even after reinstalling blender (3.2.2) , substance 3d addon (0.9.2), and integration tools (1.4.3) I am getting an error when trying to load a material. Python: RuntimeError: class SUBSTANCE_OT_load_sbsar, function invoke: incompatible return value , , Function.result expected a set, not a NoneType please advise
Hi all.When rendering a scene with a substance2 map, render times are several times slower in 3ds Max 2024 vs 2022.I've attached 2 screenshots from Arnold which show the render times. This issue also occurs with V-Ray. Also, the system also does not appear to be fully utilizing the CPU.When rendering with Arnold GPU in 2024, the initial render also takes a long time to actually begin the render compared to 2022. There is one issue I have with V-Ray that I do not have with Arnold in that the system completely locks up when beginning a render and when a render is finished in 2024. When I contacted Chaos support and they looked into it, they informed me that it was due to the Substance plugin regenerating texture previews, so I assume that is a plugin issue. My full conversation with them is here, if that is of any help.So far I've tried complete reinstalls of 3ds Max and V-Ray, complete reinstalls of the Nvidia drivers (I tried both the studio and gaming drivers, using DDU to
Hi everyone, the UE plugin for substance 3D is not available in my region. Is there a direct download or so?https://www.fab.com/listings/292bb370-f146-4d1e-89c2-afbdb26cea6b
Hey all, have a bit of an odd issue that I'm hoping you can help with. Our team is using Unity VCS for source control, but we have a frequent issue of files in the Substance Unity plugin showing as deleted and needing to re-add them. For example, Substance was working fine then I pulled in changes from a coworker (who hadn't touched the Substance plugin) and a bunch of the plugin files got deleted. The solution is to re-import the plugin, but now my version control is showing me as having added a bunch of plugin files, where nowhere in the project history do they show as being deleted. It's not a huge dealbreaker having to re-import the plugin when you pull in changes, but it's odd that it only happens with the Substance plugin. It's also happened across several projects with different coworkers. Are you aware of any issue like this? Any suggestions how to fix it?
Hello, ive created a material which i want to use in external software, Vstitcher (browzwear), all the exposed parameters that i want to work with are working properly except the custom inpute in the graph. i am using multi switch node to bring normal maps which i import to the graph in addition i want the user to have an option to bring his own normal map. the same thing i want to have for a mask which gives me the combination of two colors and normal maps in the same material. the input of the custom normal and mask are shown at vstitcher but i dont see any change in the viewport, i do not see the effect when i want to have my custom mask or normal. what the problem could be ? i think i tried everything.... please help. ive attached some screenshots.
Hi Is it normal for it to take a long time to open a Substance file in Blender using the addon? I have a Substance file with 6 graphs for 6 different objects and when I open it in Blender using the addon it takes 10 minutes, and the graphs are not even very big. Thanks
Hi all,I am using Unreal Engine 5.5 on Windows and am trying to package a project for Linux with the Substance 3D plugin enabled and textures imported into Unreal. However, the packaging process fails.The main error seems to be related to files placed in restricted directories (NoRedist, NotForLicensees, etc.) that cannot be included in a packaged build. However, I am unable to locate these folders.Errors message : UATHelper: Packaging (Linux): NotForLicenseesUATHelper: Packaging (Linux): NoRedistUATHelper: Packaging (Linux): If these files are intended to be distributed in packaged builds, move the source files out of a restricted folder, or remap them during staging using the following syntax in DefaultGame.ini:UATHelper: Packaging (Linux): [Staging]UATHelper: Packaging (Linux): +RemapDirectories=(From="Foo/NoRedist", To="Foo")UATHelper: Packaging (Linux): Alternatively, allow list them using this syntax in DefaultGame.ini:UATHelper: Packaging (Linux): [Staging]UATHelper:
I’m using the Substance to Unity plugin in a new project with only a sphere. I have imported one .sbsar file and set it up correctly and it works in editor and the play preview, however when I try play and build, the material is just white. If I replace the .sbsar setup with a standard material it works fine.How do I resolve this so my .sbsar materials work properly? Thanks a lot.
Hello,We have recently upgraded to the most recent version of Unreal Engine Substance plugin for Unreal Engine 5 and are hitting an issue that is intermittent. It seems some code in substance connector is triggering some fatal code for us when we run a multi process cook, the callstack is as follows:LogWindows: Error: appError called: Fatal error: [File:...\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp] [Line: 77] SECURE CRT: Invalid parameter detected. Expression: Unknown Function: Unknown. File: Unknown Line: 0 LogWindows: Error: Error reentered: Fatal error: [File:...\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp] [Line: 77] SECURE CRT: Invalid parameter detected. Expression: Unknown Function: Unknown. File: Unknown Line: 0 Error: begin: stack for UAT Error: Fatal error: [File:...\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp] [Line: 77] Error: SECURE CRT: Invalid parameter detected. Error: Expression: Unknown Function: Unknown. Fil
Hello,We have recently upgraded to the most recent version of Unreal Engine Substance plugin for Unreal Engine 5 and are hitting another issue that is intermittent. It seems on occassion when we run a multi cook process, the worker process(es) is getting stuck while shutting down. From what we have been able to see, it's getting stuck in Component::Impl::shutdown() (SubstanceConnectorComponentImpl.cpp)at the call Substance::Connector::Framework::shutdown();We are unsure as to why this might be happening as it does not reliably reproduce but is happening frequent enough to where it causes the cook process to hang until its forcefully disconnected.Unreal Engine version is 5.5.3We would appreciate any help, thank you.
Issue Summary:We are experiencing a severe pipeline issue that has cost our team hundreds of hours of manual correction when reimporting an SBSAR file with multiple graph instances that use presets.After importing and configuring textures in Unreal 5.5, we integrate the generated textures into a Material (MLS or Material Layering system). However, when making updates to the Substance Designer source file, republishing the SBSAR, and reimporting it into Unreal, the following issue occurs:Textures regenerate correctly based on the updated SBSAR.All material texture references are overridden to use only the most recently imported texture set.Material layers referencing other textures are obliterated, forcing us to manually restore each material.This completely breaks our material workflow and is clearly not intended behavior.Expected Behavior:After reimporting an SBSAR, texture references should preserve their original assignments per material instance.Actual Behavior:All texture referenc
I just installed the substance for blender add-on " Substance3DInBlender 0.9.2 ", I'm in blender 3.3.1 and when I'm intalling the tool " Substance 3D Integration Tools 1.4.3 Windows " from files in the add-on with " install from disk ", nothing happens, I tried reopen blender and reinstall the add-ons but it doesn't work.Could someone help me ?
After updating (-> removing the previous version) Substance and updating Maya 2022 to the newest version (which is a full install) the Substance plug-in and menu item is nowhere to be found, the Substance shelf is empty. Forums only say that it should be installed with Maya 2022. I have manually removed and reinstalled Maya 2022.1 and the Substance plugin is not installed, not can I find it in the Maya install folders. Apparently, there is no separate install for 2022 on the website (only for 2020 and previous versions). Is there a solution for this out there?
I use windows 11 , uninstalled and downloaded addons. Still having the same issue. Idk what to do. Please help. Thank you.
My question is in regards to the Substance to Unity plugin and the automatic naming conventions of exported SBSAR files. When I export a substance package (SBSAR) with multiple contained graphs such as Dirt, Grass, Sand and then bring the SBSAR files into Unity with the Substance plugin the individual graphs share the name of the main package itself and will always have the suffix of _graph_0, graph_1, graph_2 and so on. I am curious if there is a way to have the substance graphs themselves utilize the original names contained in the substance package such as Dungeon_Sand, Dungeon_Dirt, Dungeon_Grass instead of the non descriptive graph_0_1_2 names. If I manually rename them inside of Unity will conflicts be created with the substance graph objects or the substance file objects which are created when utilizing the Substance to Unity Plugin? My final question is should I simply have each of my substance graphs separated into their own packages instead of having multiple in the same pack
Using Unreal Engine 5.5.3 on windows 11 and Substance in UE5 Plugin 5.5.1, when doing a recompile for my C++ code, the build fails related to "SubstanceCore".I have to disable the plugin to be able to build the project. ---------- Creating patch ---------- Running C:\Program Files\Epic Games\UE_5.5\Engine\Build\BatchFiles\Build.bat -Target="TestProjectCPPEditor Win64 Development -Project=""C:/Users/rhaam/Documents/Unreal Projects/TestProjectCPP/TestProjectCPP.uproject""" -LiveCoding -LiveCodingModules="C:/Program Files/Epic Games/UE_5.5/Engine/Intermediate/LiveCodingModules.json" -LiveCodingManifest="C:/Program Files/Epic Games/UE_5.5/Engine/Intermediate/LiveCoding.json" -WaitMutex -LiveCodingLimit=100 Using bundled DotNet SDK version: 8.0.300 Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -Target="TestProjectCPPEditor Win64 Development -Project=""C:/Users/rhaam/Documents/Unreal Projects/TestProjectCPP/TestProjectCPP.uproject
Hi, Using Blender 4.3.0 on a Win11 machine. Never had any problems before with installing add ons. Tried installing according to the manual, as all add ons previous. But when installning SP Add On the toolkit doesnt work, it doesnt show up. See attached image. When installing the Integretion tool it shows an error. See attached image. Ive triple checked and it is the correct version etc. What to do?
Latest Blender Substance add-onSubstance Integration Tools 2.1.1Blender 4.3Material renders black.
When opening levels in the Unreal Engine editor, the process is extremely slow. Upon investigation, it was found that the delay is caused by the RebuildAlert function, which calls Substance::Helpers::SubstancesRequireUpdate. This function iterates through all Substance assets and calls GraphRequiresUpdate on each.The issue lies within GraphRequiresUpdate, as it internally calls AssetRegistryModule.Get().SearchAllAssets(true). In Unreal Engine 5.4.4, this function introduces a 100 ms sleep. With 1000 Substance assets in the project, this results in a delay of 100 seconds when opening a level.I noticed that in all occurrences (two) of GraphRequiresUpdate being called higher up in the stack, AssetRegistryModule.Get().SearchAllAssets(true) had already been invoked. Therefore, I commented out the AssetRegistryModule.Get().SearchAllAssets(true) call within GraphRequiresUpdate, which eliminated the significant delay when opening levels.Steps to Reproduce:Use a project with a large number of S
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