『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
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Hello,The 3.9.0 plugin in was working great with Unity LTS 2022. Made the mistake of hitting the Update button and now the susbstance engine won't initialize. Error message is:Fail to load substance engine: ~\Assets\Adobe\Substance3DForUnity\Runtime\Plugins\sbsario.dllI've tried delete Library, uninstall entire Adobe folder, re-install etc, always now met with that error.Is there a way to rollback to v3.9.0?Or a workaround for this error?Thanks.
Whenver I animate a sbsar parameter in Maya.. the project becomes unresponsive b/z this ↓ keeps happening in loop.I asked the same question in Maya forums about the terrible implementation of substance sbsar but not expecting an answer there (rarely useful). What setting should I choose to avoid such scenerio?I'm aware of the Blocking Render setting that allows the material to update before the frame gets rendered (correct me if it's not that).
I want to render a sequence via deadline from a Maya scene using the Substance in Maya plugin.Single frames render correctly locally (in Vray).Farm renders via Deadline submitter fail with the following error: STDOUT: Error: line 1: RuntimeError: file <maya console> line 1: Unable to dynamically load : C:/Program Files/Allegorithmic/Adobe Substance 3D for Maya/2023/plug-ins/substancemaya.mll Has anyone had this working or does the plugin not work via Deadline?Any pointers appreciated.
Hello, I created a decal to use in a 3d software called Vstitcher, this one has a full integration with substance sbsar files. I took the idea of creating this decal from a file from the Substance library (attatched), as you can see in the screenshots this sbsar decal loads perfectly into vstitcher and you can even upload custom images to create different masks/shapes with it. I wanted to create a decal to use like so in vstitcher as well, so I did. The problem is that I don't know how to expose the input to upload the custom images so this can be seen and used in vstitcher. I tried copying the same input node from the substance library file and pasted it into mine, but that didn't work. In the screenshot of my custom decal, you can see that I tried by adding 2 times the copied input and one time a regular input, to see if either of them worked, but no. What do I have to to to expose this input so I can upload custom images inside vstitcher like you do wit
The material keeps showing as loading and is not uploaded.The Blender version is Blender 3.2, and the plugin is installed to the latest version.Please solve it.
The editor takes a very long time to load the assets for a larger project. I have 75 sbsar files in the project and if I select just one of these files it takes between 1 and 5 minutes for the editor to respond again. Crashes can also occur due to memory leaks. This is because the SubstanceEditorTools.cs::GetGraphs() function loads all the graphs in the project and then checks whether they match the SBSAR file. Since the graphs are usually created in the same folder with the same name and then a postfix for the graph name, I have implemented a workaround for myself that only loads graphs that are in the same folder and whose folder name contains the name of the SBSAR file.
Hello, I've started working on a project where I need the substance plugin. When I activate the plugin unreal crashes and leaves this crash report:Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 221] Ran out of memory allocating 2305843009750564864 bytes with alignment 0. Last error msg: The parameter is incorrect.. UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_SubstanceCore!USubstanceTexture2D::SerializeTexture2DMip() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceCore\Private\SubstanceTexture2D.cpp:181] UnrealEditor_SubstanceCore!USubstanceTexture2D::SerializeCurrent() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceCore\Private\SubstanceTexture2D.cpp:117] UnrealEditor_CoreUObject UnrealEd
Especially linear details are brokenUnreal Engine 5.3.2Substance Designer For Unreal Engine is "FileVersion": 3, "Version": 70, "VersionName": "5.3.1", "FriendlyName": "Substance in UE5",
So, substance does not work with Vray IPR and that is a problem because makes the look Dev way slower.By now I would expect substance to work seamlessly with 3ds max and vray... this is bad!It also slows down actions like canceling or starting a render.Having second thoughts on the use of substance for work and I am considering cancelling the subscription.
Hello,Have been trying to use the new substance plug-in to import some sbsar files to Unreal 5.2.1I'm getting issues where the file will initially import correctly, but I will reimport the file at some point and this breaks the file. Everytime I try and import that same sbsar file, it fails to import.Every new sbsar file exported from the original substance designer node graph also fails to import to unreal. New graphs import fine.
Hi, when trying to install this plugin on a mac with apple silicon, i can choose the correct engine then nothing happens, it does not queue to install, it just sits there still with the install to engine button.Click installSelect engine click installStill says install to engine. It has been like this for some time can we have an update on how and when this will be fixed? It has been going on for some time now. Also the tags when posting on here, we need one for Unreal Engine 5 not just UE4
Hello, I would like to inquire about some issues with plugins!The Adobe Substance 3D Plugins version I am using is 4.9, the 3D max version is 2023, and the computer system is Win10When I import the Substance material in 3D Max and apply the Substance to vray, the roughness always cannot be automatically connected to the corresponding map. This problem has existed for a long time and no one has solved it yet!I'm not sure if there are any other textures that won't automatically connect, so I need to ask you this questionAdditionally, this plugin does not support 3D max 2024!
Hello! I work in Aces 1.0.3. I changed my Color Management settings in Substance Designer and Maya to match. ACESUsing Arnold 5.3.2.1 When I try to import a substance node, the PNGs and exrs come in as RAW, the chooser bar is red, and a warning tells me the color space is not found. In Maya's Color Management Settings, I added three color space rules, one for PNG one for EXR and another for HDR to direct those file formats to the correct color space, this can't work because "Ignore Color Space File Rules" is checked ON inside the texture file node, so I have to go through each node and uncheck it and reapply my color space rules. Am I doing something wrong with exporting my sbsar file from Substance Designer? Is there a way to turn off "Ignore Color Space File Rules" globally in Maya?
Good Morning! So I've been using subtance for a while and recently started porting my materials into UE 5.0 with the Substance Plugin. I have a custom SBSAR that has image inputs and it works fine when I link the correct files from inside the Unreal Project. The issue happens when I reload the project, all the Substance Instance generated maps lose those image links, even though they are still present in the instance graph. Substance Graph:Resulting Material:Once I relink one image input the graph regenerates properly but I am creating a tempalte for other users and cna't have them do this each time they open a project.Is there a simple option to regenerate outputs or something I'm missing here? Thanks!Mackenzie
Plugin creates new graphs when republishing .sbsar files that have graphs that have been renamed in Unity. For example, when renaming "graph0" to "Grass01" then republishing the .sbsar file, once Unity finishes reimporting the new file it creates a new "graph0" with the updated values and "Grass01" is left outdated and impossible to delete without bruteforcing it through the File Explorer. Ideally the plugin would be able to update the old graph, but maintain its values. Overriden exposed inputs, graph name etc... By the way, is it possible to specify a default name for each graph? I can't seem to find a way to do it and have to stomach "graph0", "graph1" etc... Unity: 2022.3.4f1Substance for Unity: 3.8.0Substance 3D Designer: 12.4.1 build 6587 commit 94a345ff Release (2023-03-23) - Steam edition
I use sbsar materials that I import into Maya to use in the v-ray. I do this through the Substance 3D for Maya plugin. And I'm not sure if it works correctly when importing normal map. The plugin creates and connects all maps correctly, but it doesn't change the Map Type parameter in VRayMtl, which is set to Bump Map by default. Is this correct behavior or a bug?P.S: Maya 2024.0.1, Sunstance in Maya 2.3.2 Build 79, V-ray 6.10. But this behavior was in previous versions as well.
Hey, so since the new paths update for substance designer the plugin for unreal 5 and blender is just not working. Are you guys planning on fixing that? I tested older versions and it worked just fine.
The Substance 3D extentions are not working with blender 3.6! I need help
Hello everyone,I'm having this problem where everytime I select Redshift my Maya crashes after loading the textures.The weird thing is, it works just fine when I select Arnold. I'm using Maya 2022, Redshift 3.5.16. Windows 10, Substance in Maya 2.3.0
Hello, there seems to be an issue with the Graph Info window that is opened when clicking on the "Graph Info" button (in the property editor) of a selected substance node in hypershade. The window shows certain metadata of the substance file, however the issue is information is cutoff within this window which means we cannot see the full information. For example, the Author URL string is too long and is cutoff so we don't see the full url. Resizing the window doesn't actually resize the contents within the window. Is there a way to fix this?
LoginId:1b0550e342b54abedb7a31a640a04606EpicAccountId:1bf020c94bae4c7c81bc7943d291993cAssertion failed: Offset <= MaxOffset [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\Serialization\BulkData.h] [Line: 416]UnrealEditor_CoreUObjectUnrealEditor_SubstanceCore!USubstanceTexture2D::SerializeTexture2DMip() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceCore\Private\SubstanceTexture2D.cpp:181]UnrealEditor_SubstanceCore!USubstanceTexture2D::SerializeCurrent() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Substance\Source\SubstanceCore\Private\SubstanceTexture2D.cpp:117]UnrealEditor_CoreUObjectUnrealEditor_CoreUObjectUnrealEditor_CoreUObjectUnrealEditor_CoreUObjectUnrealEditor_CoreUObjectUnrealEditor_CoreUObjectUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditor_UnrealEdUnrealEditorUn
Currently, I set the project folder in Maya and then create with Adobe Substance > set the save destination to the Substance folder of the Maya project. Load sbsar with Substance node in Maya > Set Workflows to Arnold > Click Create Network, but only Substance Surface is not displayed. stomach. Do you not understand the Adobe Substance 3D Painter and Maya project folder settings?
Hi there,I'm hoping there is a solution to this. I want to make use of the SubstanceNode in Maya for bringing in my custom sbsar from Painter. This works as expected on geo with UVs in the 0-1 space. However, I cannot seem to find a way to get it to work with geo that has its uvs mapped to multiple UDIM tiles.There isn' t an option for this in the substanceNode itself, and when I try enabling it it in the file nodes created, I don't get the correct number of tiles found (see image).I have 11 tiles, but when I set the UDIM mode it only finds 2 tiles.
When I use an image input through an pixel processor and output it to clo the red and blue channel are inverted. This is my test graph and the input and the clo output. This is just a test from a bigger material, it does work inside substance sampler but the Clo pluggin just invert the Red and Blue channel. The issue is comming from the pixel processor as it works fine without it. This is a clutch for now but not suitable in the long run to have switches for this kind of issues.
Hello, Every single time I create a Substance node in Maya and load a .SBSAR file and then click to create a Renderman Network, it crashes Maya every time once I click the button or after I apply the material. In both Maya 2022 and 2023 using the non commercial version of Renderman 25.
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