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Messages - -kg-

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1
@keston - any help here? You seem to be the go to person for LiveLink issues on the forums - I  have asked this question in a couple of topics, searched through previous issues by other users of the same nature and they never get an answer?

Hey @Fnordcorp ,

Painter was recently updated to be able to use UDIMs. But I brought it up myself and it's showing this warning even when not using UDIMs. Not sure on this one. The plugin itself (in UE4) has not been updated in a while in general.

Also with the plugin moving from SubstanceTexture2Ds in 4.23 to the UE4 texture type of Texture2Ds there might be some issues with Livelink and the creation of materials.

I have brought this up to the devs but I cannot give a definite answer on a timeline for a fix unfortunately.

2
So Livelink continues to be updated yet I still have not been able to get this to work.  You install the plugin through the Package Manager.

Unity Learn has a brief tutorial on this as of 2019.3 (https://learn.unity.com/tutorial/unity-dcc-live-link-with-substance-painter#). 

I have followed all the requirements (.fbx file, material same name as base fbx file name, etc.) but I do not see the "Send to Substance Painter" option anywhere.  I'm using the standard renderer.

This is so frustrating wasting so much time trying to troubleshoot a tool that should be saving me so much time.

If anyone has been able to crack this, I hope they will post it here.

Hey @cgcowboy ,

Livelink in Unity was actually removed from the plugin package on the Asset Store  / Package Manager. It was very old and was never updated since its initial release as a proof of concept. If you still wish to use it, it is available here: https://share.substance3d.com/libraries/3088 . You can also refer to the Livelink in Unity documentation here for more information: https://docs.substance3d.com/integrations/live-link-plugin-170459331.html .

Thank you for the reply.  Can you shed some light on what the current plug-in does that was updated just a few days ago?
https://assetstore.unity.com/packages/tools/utilities/substance-in-unity-110555

From reading the description, it sounds as though it would function they way Livelink does.  Or maybe I'm understanding this incorrectly?

Thank you again for your insights.

Hey @cgcowboy ,

The current plugin allows for you to import .sbsar files directly into Unity. It also creates the material automatically, depending on the version of the Unity shader used (standard, URP, HDRP). The parameters can be tweaked in editor and also through scripts at Runtime. It also includes a plugin for Substance Source, but the Substance LiveLink plugin (send to with Painter) has been removed.

The most recent release (2.5.2) fixed some bugs mostly, and added a new function. The changelist is listed in the Releases section on that page.

3
So Livelink continues to be updated yet I still have not been able to get this to work.  You install the plugin through the Package Manager.

Unity Learn has a brief tutorial on this as of 2019.3 (https://learn.unity.com/tutorial/unity-dcc-live-link-with-substance-painter#). 

I have followed all the requirements (.fbx file, material same name as base fbx file name, etc.) but I do not see the "Send to Substance Painter" option anywhere.  I'm using the standard renderer.

This is so frustrating wasting so much time trying to troubleshoot a tool that should be saving me so much time.

If anyone has been able to crack this, I hope they will post it here.

Hey @cgcowboy ,

Livelink in Unity was actually removed from the plugin package on the Asset Store  / Package Manager. It was very old and was never updated since its initial release as a proof of concept. If you still wish to use it, it is available here: https://share.substance3d.com/libraries/3088 . You can also refer to the Livelink in Unity documentation here for more information: https://docs.substance3d.com/integrations/live-link-plugin-170459331.html .

4
Hi again,

Should this issue have been fixed in 2.5.2?
I did a little test and I'm still getting the crash after the update. I'm sending you my crash dump just in case.

@garrafote ,

I put in a ticket for this and the dev team is aware of it. It was not fixed in 2.5.2. It looks like there is some investigation to be done on the dev side so we can fix it, so it will be fixed in a future release.

5
2.5.2 - where are ya?!

It's coming!  ;D Should be early next week, as we provided it to our discord beta group for testing this week. Apologies for the delay.

6
Hi!

Substance Plugin is causing Unity to crash when opening project copies freshly downloaded from VCS.
The problem only happens during the first import of the project and as a workaround we are removing Allegorithmic's plugin folder from project during the first import and adding it again after unity successfully starts for the first time.

The problem can be reproduced on Unity 2020.1 beta and Unity 2019.4 LTS (we did not test older versions) under windows 10 (happened consistently on different machines).

I've noticed that the problem only happens when certain .sbsar materials are added to the project but couldn't pin point which exactly materials were causing the problem.

How to reproduce:

  • Create a new project with the URP template.
  • Add add substance plugin from the asset store.
  • Add several .sbsar files to the project (below is the list of materials used on our project).
  • Close Unity and delete the Library folder (that is tipically ignored by version control systems).
  • Open the project again.

List of materials used:

Quote
plaster_float.sbsar
cast_concrete_blocks_line.sbsar
cast_concrete_wall_blocks.sbsar
concrete_plain_brushed.sbsar
concrete_raw_panels.sbsar
concrete_slats.sbsar
concrete_spotted.sbsar
umbrella_concrete_tiles.sbsar
carpet_curly_leaks_pattern.sbsar
carpet_curly_maze_pattern.sbsar
carpet_curly_vertical_lines.sbsar
carpet_dense_gradient_pattern.sbsar
carpet_short_cut_chainmail_pattern.sbsar
carpet_short_cut_diamond_pattern.sbsar
stylized_cotton_skirt.sbsar
weave_in_striped_knit.sbsar
grass_countryside.sbsar
loose_dirt.sbsar
thick_waterlogged_mud.sbsar
etowah_marble.sbsar
granite_white_princess.sbsar
kashmir_white_granite.sbsar
marble_light_green.sbsar
,546 marble_new_emperador_dark.sbsar
nero_marquina_marble.sbsar
pavonazzo_marble.sbsar
st_cecilia_granite.sbsar
yule_marble.sbsar
aluminium_patinated.sbsar
aluminium_perforated_hexagon.sbsar
aluminium_perforated_swiss_mesh.sbsar
aluminium_perforated_triangle.sbsar
aluminium_scratched.sbsar
curtain_wall_trifractal_panels.sbsar
rectangle_curtain_wall_panel.sbsar
steel_galvanized.sbsar
,016 plate_hatch_inner_side.sbsar
sci_fi_storage_unit_wall.sbsar
space_station_outer_panel.sbsar
bricks_enamel_combined.sbsar
carrara_grid_tiles.sbsar
ceramic_mozaic_tiles.sbsar
ceramic_tiles_green.sbsar
macael_marble_grid_tiles.sbsar
natural_terrazzo_flagstone_tiles.sbsar
random_terrazzo_inserts.sbsar
slate_floor_tile.sbsar
small_terrazzo_grid_tiles.sbsar
wall_tile_unstuck.sbsar
yule_marble_grid_tiles.sbsar
window_plastic_border.sbsar
black_koto_quarter_cut.sbsar
cork_natural.sbsar
parquet_echelle.sbsar
parquet_wood_mahogany.sbsar
tulipwood_quarter_cut.sbsar
wood_beech_honey.sbsar
wood_paldao.sbsar

Expected behavior:

Unity should recreate the Library folder and successfully reimport all assets from the project.

What happens:

Unity crashes with the following log (full log attached to the thread):

Code: [Select]
(Filename: C:\buildslave\unity\build\Modules/AssetPipelineEditor/Public/ScriptedImporter.cpp Line: 219)

AssetImporter is referencing an asset from the previous import. This should not happen.
(Filename: C:\buildslave\unity\build\Modules/AssetDatabase/Editor/V2/ImportAsset.cpp Line: 1005)

AssetImporter is referencing an asset from the previous import. This should not happen.
(Filename: C:\buildslave\unity\build\Modules/AssetDatabase/Editor/V2/ImportAsset.cpp Line: 1005)

AssetImporter is referencing an asset from the previous import. This should not happen.
(Filename: C:\buildslave\unity\build\Modules/AssetDatabase/Editor/V2/ImportAsset.cpp Line: 1005)

AssetImporter is referencing an asset from the previous import. This should not happen.
(Filename: C:\buildslave\unity\build\Modules/AssetDatabase/Editor/V2/ImportAsset.cpp Line: 1005)

Done importing asset: 'Assets/Materials/Substance Source/Wood/black_koto_quarter_cut.sbsar' (target hash: 'a6a8d21c814a1abb48d756e09b6986df') in 0.435649 seconds
Start importing Assets/Materials/Substance Source/Concrete/cast_concrete_blocks_line.sbsar using Guid(104611e02f9fa954ca91e07e50116c54) Importer(-1,00000000000000000000000000000000)
Crash!!!
SymInit: Symbol-SearchPath: 'D:/Software/Unity/2019.4.1f1/Editor/Data/Mono;.;D:\Workspace\TestProjects\SubstanceURPTest;D:\Software\Unity\2019.4.1f1\Editor;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 534, UserName: 'Garrafote'

[[ dll dump cropped out unclutter this thread post ]]

========== OUTPUTTING STACK TRACE ==================
0x00007FFC6EB3A799 (KERNELBASE) RaiseException
0x00007FFC60076210 (VCRUNTIME140) CxxThrowException
0x00007FFC5FFE398E (MSVCP140) std::_Throw_Cpp_error
0x00007FFC5FFE3929 (MSVCP140) std::_Throw_C_error
0x00007FFC08D8006B (Substance.Engine) cppShutdownSubstance
0x00000186C7E95C0E (Mono JIT Code) (wrapper managed-to-native) object:wrapper_native_00007FFC08D75310 ()
0x00000186C7E95A88 (Mono JIT Code) [D:\Workspace\TestProjects\SubstanceURPTest\Assets\Allegorithmic\Plugins\Substance.Platform\NativeFunctions.cs:864] Substance.Platform.NativeFunctions:cppProcessQueuedOutputs ()
0x00000186C7E9566B (Mono JIT Code) Substance.Game.NativeCallbacks/Renderer:ProcessJobs ()
0x00000186C7E78F63 (Mono JIT Code) Substance.Game.NativeCallbacks/Renderer:Flush ()
0x00000186C7E741EB (Mono JIT Code) Substance.Editor.SubstanceImporter:OnImportAsset (UnityEditor.Experimental.AssetImporters.AssetImportContext)
0x00000186C7E73F15 (Mono JIT Code) UnityEditor.Experimental.AssetImporters.ScriptedImporter:GenerateAssetData (UnityEditor.Experimental.AssetImporters.AssetImportContext)
0x00000186BF7DA3D6 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void__this___object (object,intptr,intptr,intptr)
0x00007FFBEE29D660 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFBEE2228E2 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
0x00007FFBEE22B93F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
0x00007FF6486F2E5E (Unity) scripting_method_invoke
0x00007FF6486ECBCD (Unity) ScriptingInvocation::Invoke
0x00007FF6470D2320 (Unity) ScriptedImporter::GenerateAssetData
0x00007FF647077CD1 (Unity) ImportToObjects
0x00007FF64707741E (Unity) ImportAsset
0x00007FF6470770BB (Unity) AssetImportWorker::Import
0x00007FF64705CFC7 (Unity) AssetImportManager::ImportInProcess
0x00007FF64705C1DD (Unity) AssetImportManager::Import
0x00007FF646FF7243 (Unity) ImportAndPostprocessOutOfDateAssets
0x00007FF646FFEB7B (Unity) RefreshInternalV2
0x00007FF6470017F6 (Unity) StopAssetImportingV2
0x00007FF646FFF3A6 (Unity) RefreshV2
0x00007FF646F21D81 (Unity) AssetDatabase::Refresh
0x00007FF6465321F1 (Unity) Application::InitializeProject
0x00007FF646EB09A4 (Unity) WinMain
0x00007FF649E9A162 (Unity) __scrt_common_main_seh
0x00007FFC70EA7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFC7100CE51 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:
 * C:/Users/GARRAF~1/AppData/Local/Temp/Unity/Editor/Crashes

Workaround

  • Navigate to the project's Asset folder and rename the 'Allegorithmic' folder to 'Allegorithmic~'
  • Open Unity
  • Rename the 'Allegorithmic~' folder back to 'Allegorithmic'

Unity will reimport all substance materials.

Hey @garrafote ,

Thank you for the detailed report! :) We are aware of the issue, and have a ticket in for it.

7
Hi Keston

Sorry for the slow reply.

Are you suggesting using the substance launcher to download the sbsar files directly, then manually importing them into UE?

Hey @emailwillhelm@gmail.com ,

No worries! I was saying that the Launcher will have the capability to send downloaded Substance files directly to UE4 in the near future much like the integrated Substance Source in UE4 does now.

The UE4 Substance Source part of the plugin is old and will be deprecated when this happens, but in the meantime it might be less painful to download directly from the Substance Source website or the Substance Launcher then manually import them. At the very least, using these methods would prevent you from having to login multiple times. :)

8
That's possible. Would you be able to check and let me know what to change/update? I don't need it immediately, but it will help in the future.

Thanks!

Hey @Hopeliz ,

There seems to be a Substance engine issue with this, but there is a workaround. If you change the Mask Map Threshhold value on the Tile Sampler node on the Planks graph from the default 1 to 0.99, then the nails+holes should show up in Unity.



Can you try this and re-export it and see if it works?

9
Hello, we're in big need for that beta plugin as all of our assets stopped working after updating to 4.24.0.3
Here's the discord name MirceaO#7241

Thanks!

hey @SEETHREE ,

Added you to the beta group :) You should see it in your channel list. We are aiming to put it on the Discord as soon as we can. What issues were you having updating to 4.24.0.3?

10
Hello,

I followed the Aged Wood Planks tutorials and my nails and holes appear in my outputs:



But when I import it into Unity, they don't appear:



Hey @Hopeliz ,

Can you attach the .sbs and/or .sbsar file so I can take a look? It may be a problem where the nails/holes are created using a node meant for use with the GPU option of the Substance engine, and currently the Unity Substance plugin only uses the CPU option of the Substance Engine.

11
The Source plugin native to Unreal Engine dow not save my login details on Engine restart.  Given that UE crashes a lot (more so when using Substance!) this is not sustainable.  I've just entered my email and password 4 times in 20 minutes and I've decided to now use Quixel instead, which is a shame

@emailwillhelm@gmail.com ,

Apologies for your poor experience with the plugin. The Source plugin is What crashes were you experiencing and how are they reproduced?

As for the Source login issue, this will be remedied by the Substance Launcher, which will allow you to send Substance sbsar files straight from the Launcher to UE4 (and the Launcher saves your login details).

12
Hi, i´m using Unity 2019.4.1 with HDRP. Whenever i change the Material Settings, for example the Metallic Value from 1 to 0 the changes are discarded. Looks like its only the metalic value that gets discarded

Hey @imperatoss ,

I have experienced this as well. This is because the plugin seems to reset the Metallic value on a Substance material back to 1 when it is changed. A workaround would be to create a Unity HDRP material and plug in the Substance textures to that material. Then you would use the Substance graph to change the parameters of the Substance textures in that material.

Also in the next release (2.5.2), the value will still be set to 1 by default in the Substance material, but will be able to be changed and will not revert.

13
Hi keston, thanks for replying. Yes, I later tested a bit more and it happened to pretty much all of the sbsar files I have made or downloaded.

To share a bit more, if I change my sbsar files in the project to use the default Unity Standard shader instead of the HDRP's Lit/Tessellation shader then it won't crash when recompile(but it won't make sense to use standard shader in HDRP pipeline anyway so that is not a workaround). I tried this after I checked the crash log and saw the the SubstanceImporter class kept complaining that Lit/Tessellation is an unsupported type. Not sure whether that is some useful clue or not.

Thanks a lot for start investigating on this!

Ah ok I see! This is great info to add to the ticket, thanks! It sounds like it may have to do with how our plugin interacts HDRP (and maybe URP as well, I'll have to check also) in combination with deleting the Library folder.

14
Hello, I am using the latest Substance Untiy Plugin and I have encountered a very critical bug that is blocking my project.

Basically each time when I clean my unity project's library folder and do a recompile, and before unity editor GUI got opened, it always crash on almost any sbsar files I made/downloaded, to workaround that issue I have to delete all the sbsar files in project then recompile, then move those files back then manually link everything...  that is super annoying and basically make the whole plugin values a lot less with this bug. Does anyone having similar issue like this? Can someone from substance help to fix or show workarounds for this issue?

I have attached a crash report (I am using unity HDRP btw, if that matters) with the substance plugin installed in it already. The substance plugin version i am using is 2.5.1 and the unity I am using is 2020.1.0b8. I also have a simple crash test project but it is too big to attach, so I attached couple sbsar files.

I would really appreciate any kind of help. Thanks!

Hey @ruudyliu ,

I was able to reproduce the issue (it seems to happen with any Substance files, not just the ones you have provided). I remember that we fixed this issue in a previous version of the plugin, but something may have changed on ours or on Unity's side. I'll put a ticket in for this for it to be investigated further.

15

fyi @keston (and others)

we did manage to pass-through the problem and avoid memory stacking at runtime :

- put substances in assetbundles (so it can be reloaded later on)
- load assetbundles wisth substances
- render textures with randomseed
- CopyTextures
- once a substance archive is no longer used, call
Code: [Select]
Substance.Game.Substance.Unload(graph.substance.assetpath)
to free memory , warning don't reuse any graph from taht archive anymore
- do not store any ref to the substancegraph, only keep the copied textures and materials

-if you need to regenerate textures later on :
- reload the assetbundle to restore the substance archive
-redo render+copy process

still, it would be nice to be able to reload the graph without having to reload the entire assets.
and, when loading the unity project for the first time, we still have to do it by batch of 4 or 5 substance files and closing unity in between to free memory. so a patch is still welcomed (but we are not stuck anymore :) )

Great info, thanks @Gilles Boulard 0 !

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