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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?
get the following error, can anyone help?// Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: Unable to dynamically load : C:/Program Files/Allegorithmic/Adobe Substance 3D for Maya/2022/plug-ins/substancemaya.mllThe specified procedure could not be found.//// Error: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 316: The specified procedure could not be found.(substancemaya) //
I am using Windows and I am using Blender 3.4 version. An error like the picture appears, how do I fix it?
Hi! I used this tutorial to add displacement to my materials using the Unreal Engine Substance plugin - https://substance3d.adobe.com/documentation/integrations/working-with-displacement-ue4-159451189.html It worked great for the standard Substance Master Material, but it doesn't work with the Triplanar Master Material. It ends up only working when the object is facing a specific direction. Is there a way to make this work with Triplanar? Thanks!
For example, I want to export presets through MAXscript
This is pre-fed substance material in Clo. Heree, i can change the colours and the render doesnt look flat either, hows this being done!
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
Could the developers of Substance update the plugin for Modo V15.0+ thanks
Hello, I am using Substance in Maya 2022, v2.2.3. I've applied a Brick Generator in my scene, brick_generator.sbsar, from the Substance 3D Painter starter_assets. It's only saving some of the parameters in my Maya .MA file. When I re-open the Maya scene, most of the parameters are reset to their defaults. I am able to create a Preset in the usual way, but that doesn't help me. I'm losing data here. Is there something about this SBSAR that doesn't conform to spec? It only has a single floating point Output, none of the usual PBR stuff like Base Color, Roughness, etc. I haven't had time to test other SBSARs yet. Thanks Aaron
Blender add-on 1.0.2: when modifying the parameter value of a Substance, the shader graph is rebuilt, for example nodes which have been disconnected are reconnected etc. Worse, when refreshing the Substance (i.e. when using a new version), the shader graph is completely rebuilt, discarding any user modifications. Here are the modifications I am suggesting: 1) No shader graph modification on Substance parameter value change. Unless I am mistaken, there no benefit for restoring the initial graph when changing a param value. Also restoring the graph is probably taking some time that could be saved, knowing the material update on param change is quite slow, it may be be a little faster if the shader graph was not updated. 2) Regarding the sbsar update (Refresh button): provide an option in the add-on Preferences telling whether the original shader graph will be restored on Refresh. The documentation of this flag should mention that any modification to the shader graph will b
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?
Hi all, this is Clo3D integration related: Im new to 3D Designer, have made a few fabrics watching tutorials and playing around, but I don't know what export settings etc to apply. My goal is to be able to change the colour, and scale of the fabrics pattern when brought into Clo3D. How do I go about doing that? Just to give you an example:I made a dirt ground texture following the substance academy series tutorials. But when I open the .sbsar up in Clo, my the texture is completely flat (see image)The other .sbsar files I made didnt even show the colour, so not sharing screenshots of those here. Only the dirtground texture's colour has shown colour so far.
Hi ThereI work with C4D and Redshift for years now. I just started Substance Painter and I know how to export texture into png for using them in Redshift Textures by linking every png into the correct channel.My question is if there is a better way so I could import textures from Substance directly into C4D via the Substance asset manager. Thanks for any feedback.
I installed Substance 3D Painter for the first time today and was excited to work with Live Link in UE4.27.2, but the send to Substance Painter is not showing up.Is there any way to resolve this?
The unreal plug in isn't compatible in 5.1, when can we expect a working version of the plug in?
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.
Hello,we have made several mdls in Substance Designer based on scanned textures. If we test these mdls in Unreal, we always get the message: Failed to import ....mdlFailed to create asset ...No materials are present in the MDL!Has anybody an idea ?
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