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Any update on the following issues?

Unity HDRP Alpha8 UNorm issue when setting Substance compression to RAW, which means we can't have textures without compression, and which also means we can only export textures from substances as they look like when compressed. This was listed as fixed, but it's not.

Duplicated materials' inspectors missing.

Both of these are pretty serious issues with the plugin currently.

@korindian77 ,

Apologies for the delay. We have a fix for it in code review along with some other bug fixes. We hope to post the 2.5.3 plugin to our beta group this week/early next week, then later to the asset store. If you wanted to join the beta group to get the plugin before we post to the asset store let me know your discord name+numbers and I can add you.

Substance Integrations - UE4 - Re: Substance in UE
 on: September 28, 2020, 06:26:17 pm 
Hello, i am having some troubles with the material generated when i import a sbar.
It seems that if the material doesn't have an ambiant occlusion it apperas black in the viewport in lit mode.
If i use the textures generated in a new material it shows in viewport perfectly.
Anybody having the same trouble?
Thanks for your time

@tomgauthier ,

What version of UE4 and Substance plugin?

Are you importing the sbsar directly from the Substance Source in UE4 window or importing it manually?

Ah fair, thanks for the help overall. Hopefully unity do a fix for this in the future, or if substance could apply a fix in there next update for the plugin perhaps?


We have a ticket in for this issue, but I'm not a developer so I can't say if/when there will be a potential fix. I will bring this up again to the team again to see if there is anything we can do on our side or if it's on Unity's side.

How do I disable those 'specific' substance warnings in the unity console? I did not think this was possible?

Afaik you can't disable specific Substance warnings as they are thrown by Unity, I just mentioned hiding warnings as a whole in the console window as a possible solution. Unfortunately this means that all of the warnings would be hidden.

Ah, so can I delete the sbsar files? or are they necessary for the textures to work? or is there a way to get unity to ignore these files through a settings file or menu option?


There is not a setting/option that I know of to ignore the sbsar files. It is a warning that Unity throws, so I'm not sure what can be done other than hiding the warnings in the Console window.

The sbsar files are necessary for the textures to work. However, if you wanted to delete the sbsar files, you would lose the ability to use the textures. You can bake them out, but you would also lose the ability to tweak substance graph parameters that would affect these textures.


This is a warning that Unity put in that will trigger whenever it detects a .sbsar file in a directory. This is not a warning we added into the plugin. I think it tries to load things in a different order than previous versions of Unity, and when it sees that .sbsar files exist in the directory then it will display this warning. This happens even when the Substance plugin is installed (I've noticed it as well in Unity 2020), but the plugin still functions as normal.

Oh so it's just a version problem then ?  Yea that clears that up as it's working fine in substance painter. Thanks for the info.

@lohitrshetty ,

Yeah, the flood fill node was included in versions of Designer that use a newer Substance Engine than is included in the Substance in UE4 plugin in 4.14. If you still wanted to use the Substance sbsar you created in UE4 then you would need to upgrade your UE4 version to a later version that includes the plugin with the updated engines.

Hope it helps. :) Let me know if you have any other questions.

i think i didnt end up using that cracks resource. But i'll attach it here anyway. So when i import the sbsar in marmoset 3.06 or ue4 4.14. the material is loaded at 256x256. when i increase that to 2048. i get the brown color. i read online that this could be due to using flood fill node. im on designer 2019.

@lohitrshetty ,

Ah ok, that makes sense. A substance made with the flood fill node will probably not work as intended with UE4 4.14 (I believe it is using a different Substance engine version than later versions of the UE4 plugin, also explains why I was not seeing the problem in UE4 4.23-4.25). I cannot speak for Marmoset as we do not maintain the Substance integration (but I suspect it may be a similar problem).

       Thank you for the reply, I'm attaching the file here.

Hey @lohitrshetty ,

I am not seeing the issue on my end, although I am missing a dependency in the Resources folder in the .sbs file (ornate_tiles_cracks.png). Can you re-export the .sbs with this dependency? Also what resolution are you changing to and what version of UE4 are you using?

(right click on the .sbs and click Export with Dependencies)

        i made a tile material recently and when i export an sbsar file, it works fine in substance painter but when i import and increase its resolution in marmoset or unreal engine the Albedo map turns all brown.

@lohitrshetty ,

Can you post your .sbs file so I can take a look?

I'm working on asset for marketplace, started doing it with unreal 4.19. I have both types of meshes UDIM and not UDIM. Those mesh which I export to Painter has material assigned and when I tried to apply a material from source, log writes me this issue:
Code: [Select]
[Plugin - dcc-live-link] No defined association with the exported '$mesh_$textureSet_BaseColor(.$udim)' map
[Plugin - dcc-live-link] No defined association with the exported '$mesh_$textureSet_Normal(.$udim)' map
[Plugin - dcc-live-link] No defined association with the exported '$mesh_$textureSet_OcclusionRoughnessMetallic(.$udim)' map
What should I try to do ? Would be very appreciated if somebody could give me an answer, thank you

@Siddharth Paul 0 @Diana Kaspruk ,

The latest versions of Substance Painter (6.2.0, 6.2.1) seem to be having problems with the dcc-plugin side of it and UE4. I looked a bit into it, it seems to work as expected if you use Substance Painter 6.1.3 and below.

(not a solution, but a workaround in the meantime)

hi, am new in UE4 and am geting the same problem...
i'm using Substance Plugin and UE same version 4.25.3
need help plz

@Siddharth Paul 0 ,

What problem are you having?

Hi, thanks for acknowledging the issue. Is there any rough timeline for a fix for this? It's getting pretty hard to do shader development when I can't see the shader's inspector for duplicated materials. Thanks.

Hey @korindian77 ,

At the moment other issues are taking priority, but I brought it up again today to the team and I was told it would be looked into soon. Not sure on a timeline at this point. Apologies for the inconvenience in the meantime. :(

When I import a .sbsar into UE4 using the plugin, I get a material instance. This instance can't be edited in the Material Editor (as far as I know.) However, when I import from Substance Source, I get a material instance, an parent material (which is denoted as a template). Is there a way to import sbsar through the plugin that will give me this parent material. My ultimate goal is to be able to take my sbsar import and view/edit it in the material editor.   


Hey @1jarlaxle1 ,

If you click the "Generate" checkbox on the import dialogue for an imported .sbsar it will give you both the material instance and the template material (where you can edit the material using the Material Editor).

Hope this helps. :)

Same issues - still no response on this from Substance? Seems like a major fault to not be addressing

Hey @TylerE @Sheim @pottercrob @pjaritz @andrewleung @Fnordcorp ,

The latest versions of Substance Painter (6.2.0, 6.2.1) seem to be having problems with the dcc-plugin side of it and UE4. I looked a bit into it, it seems to work as expected if you use Substance Painter 6.1.3 and below.

(not a solution, but a workaround in the meantime)

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