『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, 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
Hi everyone,The Substance plugin for Unity package v3.8 is now available on the Unity Asset Store for download: https://assetstore.unity.com/packages/tools/utilities/substance-3d-for-unity-213208 Here are the release notes for your reference:Added: Introduced support for parameters with conditional visibility (Visible If feature). Updated: Upgraded the Substance engine to version 9. Updated documentation to address an issue with NativeGraph.InRenderWork not functioning in a custom editor window script. Further details can be found here: https://helpx.adobe.com/substance-3d-integrations/game-engines/unity/substance-3d-for-unity-scripting/class-documentation/substanceruntime-class.html Fixed: Resolved an issue affecting normal maps in Android projects. Addressed a bug where dragging an sbsar object into the scene view inadvertently caused all - moused-over objects to have their materials overridden by the sbsar object material. Fixed a bug that caused an error when inspecting a
Is there any timeframe for when the addon is available for Unreal 5.2? NEEDED!
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.
Hello, I've noticed that the plugin for UE 5.1 renders the mask output from an SBSAR file premultiplied - meaning that everywhere, where the alpha is black, the other channels are set to 0, which is not the desired result.Is there a setting I am missing, or it's just how it works.For comparisson - when exporting the maps from Designer (lower image on the attached file) the color data is still there on the transparent pixels.
Any release dates on Substance addon for UE5.2?
Hi, I've just started trying to use the v3 of the plugin in Unity. When I import the package into a new project (2021.3.6f1) I get this error; DllNotFoundException: sbsario assembly:<unknown assembly> type:<unknown type> member:(null)Adobe.Substance.NativeMethods.sbsario_shutdown () (at Assets/Adobe/Substance3DForUnity/Runtime/Scripts/NativeMethods.cs:96)Adobe.Substance.Engine.Shutdown () (at Assets/Adobe/Substance3DForUnity/Runtime/Scripts/Engine.cs:88)Adobe.SubstanceEditor.SubstanceEditorEngine.TearDown () (at Assets/Adobe/Substance3DForUnity/Editor/Scripts/SubstanceEditorEngine.cs:106)Adobe.SubstanceEditor.SubstanceEditorEngine+SubstanceEditorEngineInitializer.OnBeforeAssemblyReload () (at Assets/Adobe/Substance3DForUnity/Editor/Scripts/SubstanceEditorEngine.cs:58)UnityEditor.AssemblyReloadEvents.OnBeforeAssemblyReload () (at <44a70d1b13cf47e29810e30f45ffae08>:0) In Unity 2020.3.35f1 DllNotFoundException: sbsarioAdobe.Substance.NativeMetho
We have been trying to use the Substance Plugin from the Epic Marketplace and have found a few issues and we are wondering what's the best way to address them or if there is a github for pull requests, etc. We are trying to keep our project error/warning free at all times. Use of Monolithic headers "Engine/Plugins/Runtime/Substance/Source/SubstanceLink/Private/substance/ue/commands.h" Includes #include "SlateBasics.h" Which is no longer allowed"Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs." 2. Debug libraries are expected but missingDebug libraries are missing and we can not cleanly build "Debug Engine" configuration (which we do frequently)Warning Library '\Engine\Plugins\Runtime\Substance\Libs\Debug\Win64\substancelink_framework.lib' was not resolvable to a file when used in Module 'SubstanceLink'Warning Library '\Engine\Plugins\Runtime\Substance\Libs\Debug\Win6
The Adobe Substance products empowers 3D design and allow you to experience intuitive workflows, to design, connect, import, and view Substance materials on your favorite visualization applications. To continue improving your experience and to tailor our products to your needs, we have created this survey. Please note that the survey is anonymous and completely optional. We are grateful for your answers! This will guide us in creating a better experience for you.
Hi everyone, the Unreal Engine plugin version 5.1.3 is now available on the Unreal Engine Marketplace: https://www.unrealengine.com/marketplace/en-US/product/substance-plugin?sessionInvalidated=true. Please find the release notes below for your reference. As always, we appreciate your feedback and suggestions to help us improve the plugin for everyone. Release notes Added: Support for embedded and external presets Support for parameters with conditional visibility (visible if), providing more control over parameter display based on specific conditions New material template for non-PBR based materials such as glass or car paint Documentation web pages for scripting in both UE4 and UE5, including example scripts and instructions on accessing all available commands in the plugin Fixed: Resolved a bug in the SubstanceCoreHelpers method that produced opposite results during runtime logic Upcoming: Compatibility of the plugin with the latest version of Unreal Engine v5.2
Hi everyone! We are excited to announce that we've launched the beta Substance 3D plugin for Unreal Engine 5. The plugin lets you load, apply, and tweak Substance 3D materials directly in the next-generation version of Unreal Engine. If you're interested in testing out the plugin, please join our prerelease program here: https://www.adobeprerelease.com/beta/A91D69B5-E7D6-48EA-E9FD-FA3EAA24BC51# If you have questions or comments, please reach out to us here. Thanks!
I was just wondering if anyone knows the correct way to setup the height texture for a material?Everything I have found online hasn't worked or breaks my mesh by lifting faces out of place. In the screenshot added it should be adding bumps to the skin but instead moves the mesh.It is frustrating that my models don't look like they do in substance once I get them into Unreal 4.
Hi, on 3.3 & 3.4, latest addon and tools, no sbsar has its graph options displaying, it just applies the default textures from the sbsar, no way to customize any of them:
Can textures edited using the Substance plugin in Unreal Engine be exported to disk and later loaded as regular textures?
Hello, I am using the substance in unity plugin, and I would like to provide a position texture input to the graph to create a perlin noise.It seems that even if I input a 16 bits texture the graph only reads it as 8 bits.In substance designer we can only set the output format and not the input. Is there a way to tell the graph that we want the input texture to be 16 bits ? Thank you very much !
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.
i have downloaded my Substance 3D Assets but how can I use it on Illustrator
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.
We are excited to announce the release of the Substance Plugin for Photoshop 24.4, which comes packed with new and improved features designed to enhance your workflow. The latest version of the plugin introduces conditional visibility, which allows Substance authors to easily hide or show specific parameters depending on their needs. Additionally, parameter grouping has been added to make it easier for authors to organize parameters in Substances We’ve also added a new toggle that lets you scale materials based on their physical size, providing more control and precision when working with your designs. And finally, we now adhere to all the min. max and clamp settings provided by the material author, ensuring that all parameters remain within the specified ranges. Angle parameters are now displayed correctly as well. Release notes: - Added support for conditional visibility- Introduced parameter grouping to help organize and manage materials- Added a toggle to scale materials based
Bug fixes: Fixed an issue in SubstanceCoreHelpers that was affecting image inputs Grayscale images can now be properly applied to image inputs With these bug fixes, we hope to provide a smoother experience for everyone. Please update to Unreal Engine Plugin v5.1.2 to take advantage of these improvements: https://www.unrealengine.com/marketplace/en-US/product/substance-plugin?sessionInvalidated=true
How to access the substance graph instance float 2 data in ue5 blueprint?
Hi, I'm using the Subtance plugin in UE4 to generate animated heighmaps. By default the plugin is generating 8-bit textures (format G8) and I'm wondering if it's possible to specify a custom output format. This doesn't apppear to be a feature of the plugin.Currently, the height maps don't look great as a result of the lower detail .. lots of stepping (thr pic below uses the texture for the depth and albedo).On the other hand, if I use an .exr file exported from Substance Designer, it loads as a HDR image / FloatGRBA format and looks amazing as a heigh map.Would be grateful for any pointers. Is it possible to do this via blueprints? Or does the plugin only generate 8-bit textures?
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