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I've found the `Substance 3D SDKs` can I use it freely for my game ?
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?
Is there any news on when the addon will be available for UE5.2? Desperately need this 🙂
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once Unity finishes reimporting the new file it creates a new "graph0" with the updated values and "Grass01" is left outdated and impossible to delete without bruteforcing it through the File Explorer.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
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?
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