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Messages - pjaritz

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Substance Integrations - UE4 - Painter to Unreal Livelink
 on: January 06, 2019, 05:46:24 pm 
Hi there,

Is there a (simple) way to establish the livelink from Painter to UE4? Because usually, you paint your stuff in painter, and then want to check how it looks in UE4, not vice versa.



Hi there,

I just installed the latest Painter Version and it works fine when creating a new Project.

However, if I open a spp file created with the Version before, it crashes.

I work on a Surface Pro 3, Intel i5-4300U CPU@1,90 GHz 2.50 GHz, 4GB Ram.

Tested the same on my Desktop PC, which works fine there.

Any idea?


Substance DesignerSubstance Designer - Feature Requests - Re: VRED SUPPORT
 on: March 14, 2017, 09:00:24 am 
Come on guys, anything??

 ??? ???

Substance DesignerSubstance Designer - Feature Requests - VRED SUPPORT
 on: March 09, 2017, 10:12:34 pm 
Hi Allegorithmics!

Since I´m working at a big car company which wants us to visualize our 3d-Stuff in Autodesks V-RED, I wonder if there´s a plan to implement Substance tools in it? V-RED is a fast high quality renderer specially built for the car industry.

I also think that "spreading" this fantastic software of yours in the design process of the car industry could be benefiting!

But please let us know if this a thinkable topic for you guys, because I would love to utilize Substance´s tools and power in V-RED...

Another thing:

I´ve noticed that in your list of supporting software appears DS Catia...I´m using ICEM SURF and Catia at work, so could you please specify in which way Substance has something to do with that? Because I´ve never heard of that...




I figured out that this problem doesn´t occur if exporting a OBJ-File, for what so ever reason...


Hello everybody,

I got a simple object, and as soon as I load the FBX into Painter, I got some kind of seam in the middle of an flat UV face, see picture below.

No matter how I redo my UV projection, it doesn´t disappear.

Any hints?


Substance Live will soon include a massive amount of high-quality content at no additional cost. We have partnered with selected producers to provide thousands of professional assets to all Substance Live subscribers. For $19.90 per month, subscribers will have access to the latest versions of Substance Painter, Substance Designer, Substance B2M and dozens of assets to download every month from a huge database of production-ready content. "

Hi guys,

Since I own the whole Substance Pack, does it mean that I don´t benefit of the new upcoming content? Is it just for the ones that pay 19,90- a month?



Allright, thanks Wes for the support!

I imagined something like it´s close as you can get in UE4. But I´m looking forward anyway to the Unity Scene->Ue4, as every single tutorial you guys make for this software!

Cheers and out!


Hey Wes,

So, here is what I got:

I guess the difference in the overall "ambient" color is something I can fix with some tweaking, but in my opinion the result in UE4 looks more blurry, not that crisp sharp than in SP.

The first try was the same cubemap than in SP in the Skylight options, and then I´ve put also one into the Postprocessing options, but I guess this is redundant? Also, I didn´t find much of a difference between the 2 Versions (see screenshot).

Or is it something with the compression of the textures? Or the resolution of the Cubemap, which I could imagine affects the lightning details? I´ve also unchecked every sRGB from grayscale textures (AO, roughness, and also the Normal map, which is unchecked by default).

Yeah, so that is what I got so far...if someone has an idea, it would help! I guess this whole lightning topic is a hard beast...I tried to look into different threads over in the UE4 and Polycount forums, but just found the same hints and "perhaps" and "maybes"...

I know that this here is a Substance Forum, but I´m thinking of one comment on the latest Tutorial for Substance/Unity (which was awesome!), where someone asked for a Video-Tutorial on implementing the same "Rock-Stuff" into UE4. Maybe in connection with that, you could make a detailled breakdown on which lights and settings to make in UE4 with this example!

So long,


Hey Wes,

Thanks for your ideas.

I did a quick try on that this evening but it hasn´t really improved, even with the same HDR from Painter. Maybe I´m missing something there, but too tired now to make a full breakdown of what I tried etc..

I´ll check more tomorrow and will report then ;)

good night,


Hi there,

Is this the same with Painter? Because I exported directly some 4k Maps (normal, color, roughness and ao), made a material out of it and the resolution in UE4 looked nothing than 4k...Or is this just about the max resolution you can use within the substance INST created from SD?

Or am I missing something in the Material setup? I linked my normal map in UE4 also to check.

I know this has been posted elsewhere, but here is my main question to this similar matter:

SP rendering looks way better than in UE4 (check pictures), even if I uncheck sRGB from all linearColor maps.

For the lighting (I wanted to ask this in another thread where WES relinked me the UE4-Tutorial on your website) I used in this screenshot just the setting of the UE4-Tutorial with the Sci-Fi door and changed the yellowish light to white.

I know that substance uses IBL, so I searched for helo in this direction, found some ( but it didn´t affect the level of details I´m missing in UE4.

I think it would help a lot (and not only for me!) if there would be some kind of "sticky" thread to his matter, because who wouldn´t want the cool result we have in Substance also in UE4?

My point is also that I want the AAA-texturing quality from Substance in UE4, and for a GAME-based lightning setup. Must be achievable if I look around how many Game-Studios use substance AND UE4? There is surely a different kind of light setup if you want to do rendering and visualisation stuff like Koola and co, and this is probably way to "build-time"- expensive for a game.

Sorry if my english is not the best, I´m from Germany ;)

I hope I´m not bothering too much these days with a lot of questions :)


Hey fabian,

Thanks for the hint, I didn´t think of using a parent material separately from its instance for this purpose, I´ll try that.



Thanks Wes,

I´ll be checking out the data for my purpose!

One question was on my mind when I watched the tutorial: Would you say this Sci-Fi Door could be a lets say AAA-game asset in terms of poly-count and rendering quality (with your lightning setup in UE4)?

I´m asking because I want to learn the right way to do it so that everything I create myself could be in a game too, not just for some nice visualization or so.


Hey Wes,

I really appreciated all the work you´ve done all together at Allegorithmic, I´m looking forward to be able to use this awesome software! Even if I must say that I´m encounting several problems in terms of right workflow, but that´s problably because I´m totally new to this kind of texturing/modelling/etc...

Anyways, the link to the UE4-files seems to be lost or outdated, could you maybe fix that?

I´m hoping to find some answers into your UE4 light-setting for the workflow between substance and UE4...



Substance Integrations - UE4 - One Substance, two variations?
 on: February 29, 2016, 10:00:18 am 
Hi there,

I was wondering about the workflow between substance and Ue4 regarding Materials.

Let´s say I have 2 differents walls, and 1 Material (created in SD or SP) applied to both of the walls.

For this simple example, let´s say the material is white.

If I change the color attribute in my Material, both of the wall will change the color. Is it possible to change the color attributes only to one wall, without making a second material?

I hope my question is not too confusing,



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