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16
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?

17
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. :(

18
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. :)

19
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)

20
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)

21
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.

22
@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.

23
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.

24
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 .

25
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.

26
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.

27
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.

28
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. :)

29
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?

30
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?

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