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I am encountering a bug with the interaction between Clo3d and sbsar. This is happening while setting up preset for a substance designer file. I have a few values that are linked to preset, and some should remain static on preset change. On preset creation I exclude the static values, but when I go into Clo3D and change the preset the excluded values always go back to default values. While testing the file in substance designer, sampler and stager the excluded values are stable but once in Clo this in not working anymore.
Hi all, I have installed latest version of Blender (3.4.1) and Adobe Substance Intergration Tool version (1.0.2) on my laptop and desktop and there seem to be a bug? the materials are not displaying through the render panel. Am I doing this wrong? can anyone help me? thank you! see screenshot
Hi, It seams the clamp option for numbers doesn't work in blender addon.(For ex: I clamp number between 1 and 2 but in blender addon I can set the number lower 1 and higher than 2)Dose any way to fix it?
After I import a Substance material in Unity it all seems to work just fine. However, after I close Unity and restart it, I get 3 error messages and the icon for the sbsar extension is changed. It still seems to function, but I don't trust it will behave 100% anymore! See the attached screenshots for more info.
My bad, the problem isn´t substance, it´s VRED since I was testing the sbsar inside VRED. For some reason vred doesn´t seem to see exposed parameters from a dependency material. Thanks
Substance plugin for Unity "Substance 3D for Unity 3.4.0"Unity 2022.1.20f1 (but I also tested and on more earlier versions) Windows 10 There are several problems with changing texture resolution at runtime. I have described them below.Hi!First of all I want to say about SetTexturesResolution(Vector2Int size) method from SubstanceRuntimeGraph class. The description of the method says little. Only at random it became clear that in setting the resolution we indicate the power of two for the width and height, and not the size in pixels. Before everything became clear to me, Unity crashed 10 times 😞Now about the errors and problems themselves:1) If you set the maximum resolution (4096*4096) in the texture settings in the editor, then when you try to change the resolution to any lower one (2048,1024,512,256) using the SetTexturesResolution() method and render the texture using the Render() method, then on output we get an exception:UnityException:
I Click Install to Engine but nothing happens; checked my marketplace plugins folder under the 5.1 engine and nothing.
In Substance Input Drawer Float 4 the Vector4 variable is spelled "newValyue", I am assuming you meant "newValue" not a big deal just a minor typo.
Hi, I am using Cinema 4d 2023 student license and a macbook pro M1 with rosetta for the substance plugin issue. I can bring my substance asset SBSAR files in but they are not working properly.I have switched the substance engine but hasn't worked. I have remembered my redshift render tag and convert and replace materials and increased resolution but none of these things are helping. I enclose a photo. Any help would be amazing! Thanks, Blaise
Version 1.01 seems to always export the same maps, regardless of what is selected in preferences or in the output filter. Also, there seems to be no option to *not* export the spec/gloss maps? Integration Tool v. 1.4.5; blender 3.3.1.
I am trying to upgrade my Unity project from the 2.6.0 Substance plugin integration to the new 3.0.0I'm running the 2020.3.37 LTS Unity release. I deleted all previous installations before installing the new plugin, there are no errors in the project.When I try writing a script with the following lines;using System.Collections; using System.Collections.Generic; using UnityEngine; using Adobe.Substance.Runtime; public class scifiScript: MonoBehaviour { public Adobe.Substance.Runtime.SubstanceRuntimeMaterial mySubstance; I do not get access to a valid component 'SubstanceRuntimeMaterial'Instead I only have access to 'SubstanceRuntime' or 'SubstanceRuntimeGraph'. 'SubstanceRuntimeMaterial' does not exist and causes an error.I will try a clean installation to a fresh project as soon as I have time, but a very strange bug to encounter on a new release with new documentation.
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
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
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.
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
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.
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