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Messages - reidbaker

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Substance Integrations - UE4 - Re: UE4 4.24
 on: December 27, 2019, 05:00:47 am 
I am always curious why this takes as long as it does when other plug-ins take maybe a day. The preview build is available for weeks prior to official launch. Just feels like Substance is becoming more crucial but taking longer each UE4 release. Hopefully there is a new way this is handled in the future - ideally launched same day, vs weeks later. Very much looking forward to this.

Is there something to be done to improve performance of the Substance Source browser in UE4? It runs so horrendously slow - I'm using 4.22

Very eager for this to finally be released! Hopefully this week? I'm assuming it works with the RayTracing stuff?


We are working on a new version of the 3ds max plugin. We should be able to provide it from our site as we do with the updates for the Maya plugin. This way, we can provide updates of the plugin faster than it takes to have the updated pushed to the full integrated version in Max.


Several months later, just checking to see if there's any update to this. Since this became such a hamper, I moved over to using Quixels tools. However with Substance Source, I'm definitely interested again.

Hoping to hear that after so long we'll finally have functionality updated within 3ds Max.

Follow-up. Started picking through more with the problematic substances (with SD5.4)... all of them feature nodes that are a conflict with v4 but are core to the substance material that wouldn't be productive to try and figure out how to reconfigure to use with 3ds Max / v4.

So pipeline-wise. Max and Substances (using the SD5 features) remains busted. Doesn't look like there's anything to do but send them out as channels from B2M or Player and import - nothing I wanted to avoid more than that.

Just hoping this is addressed for us - been a long wait.

Thank you for more information - You're still not being clear about what tools (the forum is substance integration -> 3ds Max, not specific regarding any Allegorithmic software). Assuming at this point you're talking about Substance Designer?

This is such a long-standing issue and solving it from a user-side is a pain. If in the over-a-year SD5 has been available with no conceivable timeframe (which is a substantial disappointment as a user of SD5 and Max), more comprehensive error read-outs and automation tools would be nice. Just frustrating to not have known when buying it that the integration would have such a large hit to productivity and effectiveness. More help to use the tools would be really amazing.

Thanks again

Sent a PM to you - basically, I don't really understand your suggestion. Where do I check compatibility? Can I correct nodes not functioning within max from SD5? Can I do it simply?

With this issue existing on (what seem to be) all 3ds Max versions, and SD5 releasing well over a year ago - are there detailed workflows to what you're saying?

Is there an ETA on when this long-standing issue will finally be resolved?

thanks for more clarification

Posted on the 3ds Max forum, but looks like a problem has been looming for well over a year.

3ds Max and Substance Designer 5 don't currently seem to work together. Maybe some substances can - but the import error code on newer substances isn't helpful in deciphering how to actually use substance in 3ds Max. Browsing the forums, it seems like it's something that's come up for over a year without resolution.

While ideally we'd have this addressed by this point (since 3ds Max is listed as being supported by substance designer 5, even using Max's 2017 logo), some time-tables, work-arounds or info on how exactly to address this would be great (hopefully that isn't simply bringing in textures baked out from other thigns compatible with SD5 nodes). Is there a way to fix them simply to work in 3ds Max?

Bringing a Substance node into the material editor, and choosing something I want to use, but getting:

"Error in Reading Substance file: "[file path].sbsar"

The sample ones in 3ds Max seem okay, but almost any of my own don't seem to work. Praying there's a fix to this since trying to connect 3ds Max and Unreal with Substance very seamlessly.

What's up with the substances?

The sticky is a bit nebulous since it's 12 pages covering what appears to be every version of the Substance plugin.

With the plugin on the marketplace, and having it installed, I have zero clue how to access its functionality.

Help? Is there accompanying content I NEED? Since it's not listed on the plugins page:

So just to help me understand - I have a substance, like bricks, with certain parameters like row/column/color/etc. Rows and columns having one of the most important physical-look modifications.

If I import the substance into 3ds Max, tweak say rows and color. There's not a way to carry that information into Unreal 4? Right now I've been screenshotting it. Can you import presets into max generated elsewhere? Some type of dynamic link would be outstanding for modifying parameters (even if it's just saving out a preset from max that I can update in Unreal or Unity). What about the Substance Player? Can the 3ds Max plugin import presets?

Hopefully it's not a redundant question, just wanting to make sure I'm explaining what I'm hoping to figure out clearly in case there is a way. The reason this is important is because there are things I do in Max that are entirely separate from Unreal with the same scenes - for a large project late last year I had to resolve a unified and linked texture workflow between Max and Unreal was the most critical component (heck the entire reason I use Unreal4 is they have a much more effective material management system then Unity3D).

This is also important to know how to frame the creation of custom substances in Designer. Anything that has a recognizable pattern (like bricks or wood or whatever) will need to have a limit to it's scalability so you're not creating too much work if you over modify parameters in any software that can recognize a substance and then needlessly alter UVs.

Quick question - trying to understand how presets work, but the main question I have involves finding a way to update parameters in one tool, and have a quick workflow for carrying across to other software.

IE: I have my model in 3ds Max with substance, I tweak some settings that I need to then be reflected in Unreal4 or Unity. I tried this when I was briefly testing Substance last year but the settings in max kept resetting themselves (so I had to kick them to Bitmap and give up on the parameter editing in max).

What should I look at when it comes to that type of thing?

So last year when I bought a package, I got about 250 substances, a few PBR, most not.

How useful are these old substances with the move towards PBR pipelines and what are some guidelines and thoughts on how to still make use of the investment?


Hey @reidbaker, while I (and many other people) agree that the documentation can be improved, I really think your tone is innapropriate (UPPERCASE IS A BIT AGRESSIVE FOR THE READER DON'T YOU THINK SO ?).

As mentioned above, Allegorithmic has a really reactive customer support and make everything possible to fix any issue/bug/questions. I don't even know if we can call this a "customer support", as you are speaking directly with the developers most of the time. I have been working in the industry for a while right now, and they are number one for me on this domain.

So once again, "yes" they can improve the documentation (even if all the SD4 documentation remains true), but I wouldn't exchange the actual awesome relationship they build with their user base, against the best documentation in the world.

I am sure we will soon have both :-)

I don't disagree with the tone being aggressive and perhaps misplaced. The UE4 stuff was pretty much the tipping point in my frustration with documentation and information being out of sync since it costs a bunch of time as a user trying to find how to be properly on boarded and not having confidence in the time being spent usefully. I don't think the product itself is the issue; sure there are bugs, but it's hard to tell what's going on when things are out of sync with the information available and there's very little branded with the latest versions. It's inaccurate to suggest tutorials and existing documentation haven't changed for the existing toolsets, because it's not 100% - and it's the few things that are inconsistent that can devour time trying to resolve.

Fact remains, they should have already had the information more organized before releasing. I love what Allegorithmic is doing, but with trying to introduce such a beastly and powerful new workflow, on boarding is one of the single most critical components to releasing the software. More hand-holding is better than less in this case - and that applies to new releases.


If you want to avoid any problems, you should use the Material mode or Compact Material mode of the graph (shortcut 2 & 3), which will link everything automatically. All the materials in the library are already compatible with the base color, so using them should work straight forward.

And if you create your own materials, this all depends on your shader. The output usage are simple conventions, you can use whatever you want for your materials. And you can as well modify the source of the Material Blend if you want to remove the base color (or copy the graph and create your own Material Blend without the base color). This all depends on your needs.


To complete the tutorials, it requires using the different levels of display. In fact I started with the compact view and couldn't get things to display properly until after playing with the Diffuse channel specifically - a difference between the video and what I was experiencing (and I showed an image). I hunted around for what was going on (trying different nodes and even deleting and replacing over and over). I do think there are bugs with your material blend node that are causing some unusual behaviors - as noted by the other topic of the normal map not working either. That's a critical node and would be worth looking into.


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