Author Topic: Substance in 3ds Max 2.3.2  (Read 14763 times)

Hello everyone,

Today we have released the 2.3.2 version of the plugin, which is mostly a bugfix release on top of 2.3.1.

2.3.2 Release:
  • Updated Substance Engines to 7.2.9
  • Fixed issue with rendering with Redshift/VRay crashing in 3ds Max 2018, 2019 and 2020
  • Debug assert errors will no longer appear
  • Substance2 node now correctly has the scripting interfaces for iMultipleOutputChannelsWithValues
  • The Substance source entry on the menu will now open the Substance Launcher to the Source tab if it is installed
  • Substance materials should now update correctly when working with the Corona renderer
  • Substance outputs are no longer temporarily replaced with images when used with VRay Next
  • Render compatibility dialog removed from automatically apppearing. It is still available in the settings dialog if needed
  • Fixed possible issue with exporting an fbx while substance material is applied in 3ds Max 2021

Known Issues:
  • In 3ds Max 2018, exporting an fbx with a Substance material attached to the object will crash in the fbxmax.dlu plugin. We are currently talking with Autodesk to see if there is something on our end that can be done or whether it is a limitation of the older release of the fbx integration. The previous workaround was unreliable and was removed. This does not occur in 3ds Max 2019 or newer.

This version is released for 3ds Max 2018, 2019, 2020 and 2021. The 2021 version can be downloaded in the stickied post with links, and the website should be updated as soon as possible to have a button for it.

Cheers,
Galen Helfter
Last Edit: April 08, 2020, 06:46:50 pm
Software Engineer, Integrations
Maya, 3ds Max and Core Libraries

Looks like it's working (!!!)

SubstanceIn3dsMax-2.3.2-2018
Corona Renderer 5





Reporting on some issues with 2.3.2 Substance in 3ds Max (2018) plugin.
- Parameters resetting
- Corona material converter not auto-populating anisotropic channels.

Watch 1.5x speed

Last Edit: April 12, 2020, 11:52:33 am

Will take a look and file a further bug.

We are going to first want to make some further infrastructure changes, as to be able to have a faster release cycle, like we can have with the Maya plugin or also now the Modo plugin. With those changes, we will have smaller, more frequent updates moving forward as compared to the past larger releases.
Last Edit: April 12, 2020, 07:57:48 pm
Software Engineer, Integrations
Maya, 3ds Max and Core Libraries

The substance to corona maxscript handles neither anisotropry outputs nor ambient occlusion outputs as of now, as can be seen in the script:

C:\ProgramData\Autodesk\ApplicationPlugins\SubstanceIn3dsMax2018\scripts\SubstanceToCorona.ms

So that would be a further feature add to take advantage of the corona material. A further change that is also very important will be to further refine the workflow scripts to use the output usage instead of the output name.

I'm uncertain as to whether the default there is something with the display or something with how it's loaded. Since it does correctly reset, it may be on the display side currently. We will have to look at that. If you can upload the sbsar, that will be easier to test with as we know the problem parameters there.

As for reloading, the plugin has, since initial release, not handled reflecting the existing inputs back to a reloaded sbsar file. However, when I wrote the Maya 2.x series plugin, I did accomplish having a non-destructive reload, so I think we will want to handle this sort of mutation of values in a similar manner. It will be more complicated to do it in 3ds Max because of how attributes are implemented in the program, but it can and should be done. It is how a reload is expected to work.

What would be nice as well, is to see if the workflow script code generation feature can be ported from the Maya plugin to the 3ds Max plugin. It would both be more powerful to the userbase and would be better for the longevity of the plugin, as it's easier to use that to react as the various renderers change over time.
Last Edit: April 12, 2020, 10:11:58 pm
Software Engineer, Integrations
Maya, 3ds Max and Core Libraries

[...] we will have smaller, more frequent updates moving forward as compared to the past larger releases.

Great! That sounds like a step in a positive direction and help keep pace with the evolving tech 👍

The substance to corona maxscript handles neither anisotropry outputs nor ambient occlusion outputs as of now, as can be seen in the script:

C:\ProgramData\Autodesk\ApplicationPlugins\SubstanceIn3dsMax2018\scripts\SubstanceToCorona.ms

Thank you for pointing out the location of the script - I didn't know where it was before(!)

A further change that is also very important will be to further refine the workflow scripts to use the output usage instead of the output name.

Could you clarify what is meant by 'output usage instead of output name'?

I'm uncertain as to whether the default there is something with the display or something with how it's loaded. Since it does correctly reset, it may be on the display side currently. We will have to look at that. If you can upload the sbsar, that will be easier to test with as we know the problem parameters there.

I did not provide a demonstration in the video, but the Substance bitmap output is recalculated whenever the Substance reloads, i.e. the procedural texture that is generated contains 99 splines, not 16,384. I am happy to upload the .sbs / .sbsar, could you provide a link to a private uploader or a direct support email?

As for reloading, the plugin has, since initial release, not handled reflecting the existing inputs back to a reloaded sbsar file. However, when I wrote the Maya 2.x series plugin, I did accomplish having a non-destructive reload, so I think we will want to handle this sort of mutation of values in a similar manner. It will be more complicated to do it in 3ds Max because of how attributes are implemented in the program, but it can and should be done. It is how a reload is expected to work.

Can you clarify what is meant by this^ For example, are you considering a case in which shader parameters from a Corona Material modify a connected Substance?
Last Edit: April 13, 2020, 07:49:00 am

I wanted to ask about a couple feature requests for the Substance plugin, please let me know what you think:

1. Bitmap filtering options exposed for Substances in 3ds Max?



2. Automatic triplanar setup option for the Substance to Corona converter?

In the attached video, you can see the process of setting up full triplanar mapping with Substance in 3ds Max / Corona Renderer - not overwhelming, but the process could likely be improved. If there were an option in the Substance settings that, when flagged, would automatically instantiate a triplanar mapping node between terminal outputs  the ofSubstance to inputs of the Corona Material, it could dramatically speed up iteration during look development and material creation.

Last Edit: April 25, 2020, 08:31:18 am

Can you clarify what is meant by this^ For example, are you considering a case in which shader parameters from a Corona Material modify a connected Substance?

In the Maya plugin, you can republish the sbsar from designer and reload it without losing any of the current input values or keyframes, excepting any inputs/outputs that have been deleted..
Software Engineer, Integrations
Maya, 3ds Max and Core Libraries

It seems that the version for 3dsmax 2020 is not working. I tried to install and nothing happens. Same problem reported by another guy I met and also tried to install...
The version 2021 seems to work fine.

Maybe a problem with the MSI file??

@Galen I'll have to post some videos to document, but more issues are appearing:

1. failure to reload substances in multi/sub-object materials
2. failure to generate substance materials with complete node profile for advanced surface properties
Last Edit: April 25, 2020, 03:19:41 am

I'll take a look once the video is up. We'll decide whether we want to address that for 2.3.3 or 2.3.4.
Software Engineer, Integrations
Maya, 3ds Max and Core Libraries

Good news - after more extensive testing I'm not able to replicate the reload issue for multi/sub-object materials 👍

In response to item #2 posted above:

watch x1.5-2.0 speed


Hi guys.

Have a question. I created .sbsar file using Substance Alchemist, and when I render it in 3ds Max (Vray), it looks too glossy.
I don’t want any glossiness there. How can I fix it?

My guess is there is a gamma correction issue somewhere in your pipeline, either at import into 3ds Max or export from Alchemist, or perhaps there is a color correction being applied to the node graph, specifically the glossiness / roughness channel in Vray.

It's always helpful to the devs if you provide as much information as possible to help them diagnose the problem. Often, it can  be helpful to record short videos or provide screenshots.