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Messages - Galen Helfter

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Substance Integrations - Autodesk Maya - Re: Maya 2.0.1 Plugin
 on: September 05, 2019, 01:29:33 pm 
In Designer are the outputs set as 16-bit for that material?

Right now, the plugin honors whatever is set in Designer. In the future, we should allow this to be overridden inside the plugin.

There should be a maxwell network already in the plugin.

This is an issue all renderers, not just corona. This can be done in other integrations, the new Maya integration can do it.

Wes should be able to give a better answer on animation in the other systems than I can, I'll ask him to take a look at the question.

I thought it had been fixed in the version released for 3ds Max 2020. We'll try to reproduce it again and try for a fix in a future version.

This is an issue on our end with how things are currently set up. It is something we'll have to fix, but it will take some time to do and I don't have a timeline on it yet.

Maya 2019.2 comes with the new plugin, which doesn't have that issue with the settings menu.

There were issues with the AE in the old plugin, these should be resolved now.

Has something else declared a global variable $res? I can check if we're doing something wrong there.

Maya 2019.2 ships with the new 2.0.1 plugin, and will use the new one from now onwards. We just released on the website before 2019.2 was released by Autodesk.

I'm not certain on this one, I haven't seen that before.

I'll see if I can reproduce it.

It looks like a unicode issue of some kind. I can try to reproduce it.

Which version of the plugin are you using?

The old plugin is very UI driven and may have issues rendering. The GPU engine may also need an X11 session to acquire an OpenGL context.


If many people are asking for a version for Maya 2017, then I think we should consider it for a future release.

This is a known limitation currently. We're evaluatin how we may be able to remove this limitation in the future.

I apologize for the delay.

The plugin currently shipped with Maya 2019.1 is the 1.4.1 version.

The plugin allows you to use sbsar files within Maya. To do this, you create the node called Substance in the hypershade, and use the filepath field to locate and load an sbsar file. You can locate sbsars from wherever this way.

In the 2.0.0 plugin, you will be able to drag and drop sbsars into the hypershade to make this easier. There will also be options in the shelf and menu to load and create materials.

Sbsar files are usually created as the output from Substance Designer or Substance Alchemist. The next release of the plugin will also have utilities to make loading the maps created from Substance Painter easier.

The documentation for the 1.4.1 plugin can be found here:


Hi trist,

We have some ideas for this and we're evaluating then currently. I don't have any further details right now.


I can take a look and see what happens when doing that. If this causes an issue, then we will have to fix it. I'd recommend trying with backburner instead.

We'll want to see what we can do on our end to work with more convenient systems, such as deadline.

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