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 - -kg-

Pages: [1] 2 3 ... 21
1
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.

2
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).

3
Hello,
       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)

4
Hello,
        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?

5
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)

6
hi, am new in UE4 and am geting the same problem...
i'm using Substance Plugin 4.25.0.1 and UE same version 4.25.3
need help plz

@Siddharth Paul 0 ,

What problem are you having?

7
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. :(

8
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.   

Thanks

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. :)

9
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)

10
Having this same issue. Any progress on fixing this?

Hey @TylerE ,

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)

11
Unity 2020.1.1f1 latest
Substance in Unity 2.5.2
HDRP 9.0.0-preview 33

Hi,

In a newly created empty project with the latest version of Unity and HDRP, if you duplicate a material with the following code, the duplicated material's inspector will display properly.

Code: [Select]
public Material originalMaterial;    // assigned a material from the project. Can use any shader.

public Material clonedMaterial;     // not assigned anything. Should be null in the inspector.


void Awake()
{
    clonedMaterial = new Material(originalMaterial);   // This duplicates the original material at runtime.
}

Once I import Substance 2.5.2, and run the above scenario, if you double click on the clonedMaterial in the inspector, it says "No Shader Selected", and there are no properties visible in the inspector.

Tests show that the material is cloned properly, but the duplicated material's inspector is broken. This makes it impossible to tweak the duplicated material's properties via the inspector because nothing is visible.

The Substance Plugin is breaking the material inspector for runtime duplicated materials.

Hey @korindian77 ,

Thank you for the repro steps. I was able to reproduce the issue and I will put a ticket in.

12
@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.

13
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.

14
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 .

15
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.

Pages: [1] 2 3 ... 21