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Messages - bryanrshannon

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Thanks! At the same time you replied, I found this helpful video:

It goes over the same process. I'm very happy to have this functionality right now :D

Is this workflow possible?

I started off doing as much work as I could in designer, baking all of my maps there, setting up  my output nodes, getting quite far along in just using designer. I'm trying to go back in Painter and add more details in.

Looks like I cant import my diffuse? (working Spec/Gloss)

Im assuming I basically have to rebuild my project that I started in Designer in Painter.

Hey, by default, the changes you make to a substance file will be applied where it is referenced.
so this is what you want, but beware: it also means that you could potentially break all the sbs referencing a graph (if you remove a parameter for example.)

I think what OP means is: Is there an automated solution for tracking all substances that reference graphs? So if someone decides later to change the moss properties, they would still propagate to all of the other associated graphs referencing that particular "moss" graph.

This is something my team is trying to determine as well.


I was able to get a somewhat similar result using this set up:

Once I figure out how to upload my substance, I'll share it with you. Its pretty simple overall. Just some tweaks to interstice in tile generator, scaling down in tile generator, then histogram scan to ensure you are getting 100% pixels and no distortion from using an elongated shape. Once all thats done, throw it in to the bevel node with a minor setting of like -0.005

Hey there,

At my studio job, my pro version is missing the "check for updates" button incorporated in to the help menu. It would be a nice feature to have, because in the current implementation, this is causing a lot of unnecessary work for our IT personnel. Every time an update comes out, they have to download the copy manually then do an install on to each computer. It would be better if the end users could just do the update without having to pester our friends in the tech dept :)

Are there any plans to incorporate this kind of functionality? Or perhaps there is a menu option somewhere but I'm not checking the right places?


I'm confused on how to generate specularity with a metallic appearance in B2M. It seems as if the specular output is capped at 59,59,59 RGB.

Ive switched my previewer shader over to physically_specular_glossiness. Ive disabled the other output maps other than Diffuise, Normal and Glossiness. The only way I can seemingly get metallic to function properly is if I enable metallic output even though im using the phys_spec_gloss shader. Am I missing something here?


Here is some information from the first post, maybe this answers your question:

Rest assured that we are working with Epic towards a simpler way of distributing a binary plugin. One way of simplifying this would be getting Epic to merge our source code changes into their official releases (after validating that everything still works with or without the Substance plugin being available), so that we don't have to ship these changes anymore. We'll see how it goes and we'll keep you posted.

Okay its been a few months/weeks now, I wasn't able to successfully compile my own version of Unreal 4... this is kind of offputting for me considering the main reason I got Substance was to try and incorporate it in to my Unreal 4 productions. Any idea of a timeframe for when this is actually going to be incorporated in to UE4?

Thanks to Kashaar for this:

Make sure you're logged in to GitHub, and have your account linked with your account - otherwise you won't have access to the UE4 repository. You can link your accounts at!

Not knowing this info lead me on a wild goose chase with weeks of frustration, just assuming that the page was 404'ing and not realizing that I didn't have access that I could grant myself. This is something that seems very basic, but I consider myself above average in trying to figure these things out and still had problems, sticky?

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