Author Topic: Substance Plugin 4.14.0.19 Released  (Read 8804 times)

Overview:
For the past few months, most of the UE4 substance plugin releases have been compatibility releases while we have been hard at work with a plugin refactor. The main goal of this was to allow us to get feature updates released much faster! As new features appear in our tools, they will quickly appear here as well.

Very Important:
Please take note before upgrading current projects using this new version of the plugin:
This release is not backward compatible. Once a project has been loaded, updated and saved with this version, assets will no longer work with all previous versions of the substance plugin. Much has been changed and with change, often comes issues. We have put in a lot of work to make sure that this is as stable as possible before release but before upgrading a project, we ask that you please backup your projects and work! If any issues are found, we love feedback and will provide bug fixes as soon as we can.

News:
One of the main issues we have received feedback for is users have had trouble accessing the Substance UE4 plugin due to our Github being a fork of Epic’s source code and issues with the UE4 Marketplace. As a result, we will be providing an alternative method of releasing the plugin. I have included a dropbox link to access the plugin for now and we will soon have a download link from our website where you can download recent versions of the plugin as they are released. For installation instructions, check out the readme within the downloaded plugin folder.

New and Changed Features:
--Blueprint only projects can now be packaged from within the editor. You no longer need to create source code and build the project from source to package the substance plugin. 

--Our texture compression has been updated to the newer BC compression formats, such as BC4 for linear textures and BC5 for normal maps. This greatly improves texture fidelity.

--GraphInstances now store a reference to a material if one was created when the instance was loaded which can be accessed/assigned easily from a blueprint.

--CreateInstanceOutputs Blueprint node has been removed. By default, the graph instance will create its default outputs when created through blueprints.

--Two new blueprint nodes have been added in place of the CreateInstanceOutputs node. These are named EnableInstanceOutputs and DisableInstanceOutputs and they are setup in the same manner that CreateInstanceOutputs was. They allow users to enable and disable different maps at runtime or construction time through blueprints.

--Added a new node which returns a channel enumeration value for which output channel a substance texture should be used for. (Set from Designer)

--SubstanceTexture2D objects now work properly after corresponding SubstanceGraphInstances and/or SubstanceInstanceFactories are deleted or not found. In the case they are not present, SubstanceTextures will default to baked.

--SubstanceTexture2D tooltips have been updated.

--General performance improvements

--A new setting has been added to allow users to limit how many substances can be updated from the async queue each frame.

Bugs Fixed:
--Fixed: Texture artifacts appearing on sharp edges in normal maps that appeared on lower resolution outputs have been fixed as a result of compression updates.

--Fixed: Changing an output size to 4k from blueprint nodes when the GPU engine was set would default to 2k textures. Now properly changes to 4k.

--Fixed: When moving substance assets to different folders in the content explorer, assets are no longer duplicated.

--Fixed: Calling DuplicateGraphInstance or CreateGraphInstance no longer modifies the GraphInstanceFactory requiring it to be resaved.

--Fixed: Packaged builds no longer cause an unusual amount of memory to continuously be used.

--Fixed: Core plugin functionality has been disabled for the dedicated server build configuration.

--Fixed: Reimporting substance assets now properly reimport changes from the source files.

--Fixed: SubstanceInstanceFactories now contain the relative path to the source file along with the absolute path to prevent issues with reimporting after a project has been shared through source control.

--Fixed: There is no longer a crash when canceling the progress of importing a substance.

Download Link:
https://www.dropbox.com/s/t196zqr0buinw3p/Substance_UE4_Plugin_4.14.0.19.zip?dl=0

Marketplace:
An update has been sent to the marketplace and should be available in the upcoming days. An update will be posted here when it does become available.

Edit: The Plugin is now available via the marketplace!

Github:
Due to the issues surrounding Github, we will be phasing this out of our release process. All current versions will remain but new releases will no longer be added.

Once again, feedback is greatly appreciated and we hope you enjoy the new plugin!

Last Edit: January 10, 2017, 10:09:39 pm
Software Engineer, Integrations
daniel.stover@allegorithmic.com

Awesome news! It's just today that I was going to inquire about normal map compression issues in UE4, and here it is - an updated integration!  :) Improved Normal map compression is the most welcome change.

Am I correct to assume that currently it's still not possible to output textures in UE4 without any kind of compression? 28 months ago it was in a to-do list — is there any chance to have a bump in priority for this? https://forum.allegorithmic.com/index.php/topic,1372.15.html#msg9241

Let me explain why I'm seeing this as an important feature. Substance as well as Unreal Engine 4 get some presence outside of video games industry. Unreal Engine 4 becomes an important tool in architectural visualization and product presentation, not naming some other applications.

Unlike games, where cutting-edge visuals most of the times had to be balanced against performance, architecture and interactive product presentations more likely to be pushed for the quality, not speed. Having an ability to use uncompressed resources is essential — when you're working on a small scene that would be showcased from a very close distance, any unnecessary artefact could become an issue very easily.

There could be some workarounds for this, but the point is to allow the use of pure Substances whenever the user wants them, including the high-end content. Higher adoption of Substance tech across all industries is a key for the success, isn't it?  :D

My point in short: if it is possible, let the user decide where his priorities are, be it quality or speed. If it's a "dangerous" option, hide it, name it experimental, but make it available for ones that really want it.

Hello, Sergey!

We are glad you like the changes! As mentioned, these changes open new doors. Something we would like to add is user choice for compression settings per texture. I do not currently have a timeframe as to when this will be available but I can say it is higher on our priority list. As soon as it does become available, I will post an update. =)

You are also very correct, our goal is to provide the best products for everyone who uses our tools in all industries!

Thank you so much for your feedback! If there is anything else that could help improve your workflow with our integrations, please let us know!  :D
Software Engineer, Integrations
daniel.stover@allegorithmic.com

You've stated that the Substance Plugin has been updated, yet it keeps installing 4.13.  Has the update not gone live yet?  If so, is it under another name?  Only available to a particular version?

EDIT:  Didn't know there was a new version of UE4 until a second ago.  Ha ha!
Last Edit: January 12, 2017, 01:01:25 am

You've stated that the Substance Plugin has been updated, yet it keeps installing 4.13.  Has the update not gone live yet?  If so, is it under another name?  Only available to a particular version?

Hello Acealmighty,
The plugin is indeed live on the marketplace. Which engine version are you trying to add the plugin to?
In the case you are having trouble downloading from the marketplace, there is also a link to the direct download at the bottom of the release post. =)
Software Engineer, Integrations
daniel.stover@allegorithmic.com

Could you help me how to install the substance plugin in unreal engine 4.14?
I downloaded it but I have an error when loading plugin (SUBSTANCE) can not find the module (substanceCore)

http://subefotos.com/ver/?6ae80cf2f745c0f6dfaeafa2a4cb2ed9o.jpg

PD: The engine is created from the source code. Thank you

Had the same issue just yesterday. You have to delete contents of Substance_UE4_Plugin_4.14.0.19\Plugins\Runtime\Substance\Binaries and rebuild the engine to make it work. I believe this step should be added to the Readme.

Hi,

I'm looking for tips on how substance reimport works in UE4. I would like to update the SBSAR already imported and used in UE4 project by making some changes to the published substance (SBSAR) with Substance Designer. Ideally I would like to see that the substance in UE4 gets updated after Reimport menu option was used and the substance material remains assigned to objects. Also I would like to keep tweaked substance parameters intact. Unfortunately, for now it's not like this for me.

So, my questions:

1) If I'm not mistaken, to reimport a substance in UE4 I should use Reimport menu option on Substance Factory asset. Is this correct?

2) When I reimport substance factory asset, a dialogue window pops that asks for files overwrite. I suppose I should answer YES. Is this correct?

3) For what purpose should I reimport the substance instance asset and why it crashes the Editor if I try to do so (UE 4.14.3 and new Substance plugin)? A bug, perhaps?

4) When I reimport the substance with substance factory asset, it creates a new material instance, so I have to reconstruct the material network and reapply the material to the meshes where it was used before. Is it not possible to keep the original material on reimport process and just update the substance instance and textures generated from it?

5) Is it possible to keep tweaked parameters as they are in substance instance on reimport? As of now, they reset to defaults.

Thanks in advance!

Hi,

I'm looking for tips on how substance reimport works in UE4. I would like to update the SBSAR already imported and used in UE4 project by making some changes to the published substance (SBSAR) with Substance Designer. Ideally I would like to see that the substance in UE4 gets updated after Reimport menu option was used and the substance material remains assigned to objects. Also I would like to keep tweaked substance parameters intact. Unfortunately, for now it's not like this for me.

So, my questions:

1) If I'm not mistaken, to reimport a substance in UE4 I should use Reimport menu option on Substance Factory asset. Is this correct?

2) When I reimport substance factory asset, a dialogue window pops that asks for files overwrite. I suppose I should answer YES. Is this correct?

3) For what purpose should I reimport the substance instance asset and why it crashes the Editor if I try to do so (UE 4.14.3 and new Substance plugin)? A bug, perhaps?

4) When I reimport the substance with substance factory asset, it creates a new material instance, so I have to reconstruct the material network and reapply the material to the meshes where it was used before. Is it not possible to keep the original material on reimport process and just update the substance instance and textures generated from it?

5) Is it possible to keep tweaked parameters as they are in substance instance on reimport? As of now, they reset to defaults.

Thanks in advance!

Hello Sergey!
We are currently working on an update that will be out within the next few days that will fix many of the issues with the reimporting.  :D

Within the last update, there were a few bugs added with reimporting and previous to the last update, actually reimporting wasn't available. =) (It would not apply changes to the sbsar files but rather just rebuild the textures.)

As soon as the update is available, I will link you the patch notes.
You have excellent timing and thank you so much for the feedback!  8)
Software Engineer, Integrations
daniel.stover@allegorithmic.com

Huh, indeed, it's a good timing  ;D Thank you, Dan, I'll be looking forward for the update.

Regards,
Sergey

Got another issue - Unreal Editor crashes every time on Undo for substance instance parameter change. Posting it here to keep account of it. :P

Got another issue - Unreal Editor crashes every time on Undo for substance instance parameter change. Posting it here to keep account of it. :P

Sending it QA now.  :D
Software Engineer, Integrations
daniel.stover@allegorithmic.com

Hi,

I'm trying to install the substance plugin to a source built version of Unreal. Basically, I built the Hairworks branch of Unreal. I've read several posts about installing Substance to a source build but nothing I have tried has worked thus far. I downloaded the github version, copied the substance folder to a plugins folder under a new project and tried to create the files needed by right clicking on the project on disk and choosing generate Visual Studio Project files. This fails, complaining that it can't find substance core, which is in the plugins/Substance folder.

Then I saw this thread, saying that the github version is no longer updated and this dropbox link is the one to get, so I got that. I put the plugins folder in the source engine plugins folder and tried to launch this UE4 source build. I get an error while launching the editor that Plugin 'Substance' failed to load because module 'SubstanceCore' could not be found. Please ensure that the plugin is properly installed, otherwise consider disabling the plugin for this project.

Any help would be appreciated. I am new to source builds, but it was easy to install that. I want to be able to use NVidia hairworks and substance together in a build.

Thanks,

Adnan

Hi,

I'm trying to install the substance plugin to a source built version of Unreal. Basically, I built the Hairworks branch of Unreal. I've read several posts about installing Substance to a source build but nothing I have tried has worked thus far. I downloaded the github version, copied the substance folder to a plugins folder under a new project and tried to create the files needed by right clicking on the project on disk and choosing generate Visual Studio Project files. This fails, complaining that it can't find substance core, which is in the plugins/Substance folder.

Then I saw this thread, saying that the github version is no longer updated and this dropbox link is the one to get, so I got that. I put the plugins folder in the source engine plugins folder and tried to launch this UE4 source build. I get an error while launching the editor that Plugin 'Substance' failed to load because module 'SubstanceCore' could not be found. Please ensure that the plugin is properly installed, otherwise consider disabling the plugin for this project.

Any help would be appreciated. I am new to source builds, but it was easy to install that. I want to be able to use NVidia hairworks and substance together in a build.

Thanks,

Adnan

Hello Madguru,
Did you add the plugin to <Project Directory>/plugins/runtime/substance ?
Software Engineer, Integrations
daniel.stover@allegorithmic.com

Thanks for the reply, yes I did copy it to that folder. I figured it out. As I am new to this whole compiling source versions of Unreal, this may be obvious for anyone with more experience :). After copying the files, I went into Microsoft Visual Studio and rebuilt Unreal. I just didn't know that I needed to do this step. Obvious to others with more experience I am sure :p. It then compiled the substance plugin and works now! I am very excited to put all these pieces together.

Adnan