Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bruno Thiago Rego Valeriano Silva

Pages: [1]
Substance Integrations - UE4 - Generation mode
 on: April 22, 2021, 03:25:51 pm 
I've searching about this generation mode that the documentation mentions, but I can't figure out how this setting works now. Is it gone?


I'm working on a project where most of my materials are generated at runtime using Dynamic Material and Dynamic Graph Instances.

I'm doing it that way so I can have some per object personalization, like changing color, roughness etc without having to manage multiple graph assets.

My doubt is: what is the best way to manage these graph instances so I can minimize my vram usage.

A situation it might happen, for example:

A 3 store building with 9 similar apartments, each with 3 identical showers. For each shower, my blueprint would create and render a graph instance, so, 81 identical graph instances rendered (3 x 3 x 9, I'm not considering level streaming). Is there an already implemented way to optimize this situation?

In addition, substance unreal documentation mentions a "generation mode". Is that deprecated?

Hope I made myself clear.

The construction graph, the material template and the substance graph are attatched below.

ue4 crashes when compiling.

Other tasks are also making max crash:
1. Reload a substance; and
2. Bake the textures

Hope someone can help me here.

Any idea if that's a workflow problem? Path characters? Or is it really a bug?


I've created a 3Ds max library (.mat file) and saved a material that used a susbstance2 node.
The problem I'm having is that when I try to create a instance of that material, 3Ds max crashes.

  • 3Ds max 2021.2
  • Substance plugin 2.4.0

sbsar file:

Steps to reproduce:
  • Open a 3ds max project
  • Load sbsar file with substance integration (batch import)
  • Substance to a named pbr (metal/rough) material such as gray granite
  • Open a previously created material library such as "my_library.mat"
  • Save the "gray granite" material to the library and save the library
  • Close 3Ds max and open it again with the same project
  • Try to create a copy of the "gray granite" material from the library on the slate material editor

Pages: [1]