@Adobe Substance 3D - great tut of the new features, but as I can see on the Adobe Substance 3D forum, the live link feature is something artists miss a lot. I have looked at the documentation for the plugin, could not find anything about live link. This feature is the main reason I use Pt, as it saves so much time finding the right material based on the UE5 scen. It is also a great tool for design reviews - Please bring it back. Thank you.
Won't this be incredibly unoptimized if you are generate a full set of new textures for every single instance? I assume you can still create child instances of the initial instance?
Great! But with previous versions it was possible to send object to Substance and live change not only few parameters, but create cmplex material in SP. How is it possible now?
Honestly I’ve found if you just export the images from substance and then use those in blender works better than using the substance add on for blender
Is the layering material the only way I can blend? I usually output my texture layer into material ID maps from Painter. When I want to select multiple materials I have to use layeringMaterial in the material graph? Any better suggestion for that workflow?
Something must have changed since this tutorial was loaded. I'm using UE 5.3, and everything was ok up to the part where I tried to impost the Substance Material that I downloaded. I doesn't appear in my Download folder from the Contant Browser. When I look in the Download folder from any other folder outside of UE 5.3, the Substance file is there. Any ideas of how to work around this?
Hi, I am sorry for the confusion. When the material is imported it will go to the folder that is currently open in the content browser. So if that is not the Download folder, then it will not be created there. The plugin shows a file path in the import window where the instance and materials will be created, so that is a good way to double-check.
This plugin no longer works in UE5.0 after update, the materials never show. Always shows default UE material. Is there any hot fix for this issue? Thx
Adobe's version of Quixel Bridge, or am I missing something? Can someone please help me understand how Adobe's growing 3D suite (and added expense) is better (or easier in any way) than the free stuff?
How would one go about getting a SBAR material with opacity to work? I have ticked the Opacity boxes in the Graph Instance as well as set the blend mode to Masked. I'm not seeing an update to the material, is there another toggle I may be missing? Thanks!
Additionally I thought to plug in the alpha channel into the parent/master material and set to 'Masked'. No change. EDIT: 5 Months and still no response. Gold star support, @adobe
Can I download asset from Sustance 3D site DIRECTLY to folder in Content browser? In the video you have already downloaded asset to default Downloads folder
Hey there, sorry to hear you are having trouble, what do you mean that the clear coat does not work? Can you not import or does or are you having difficulty with the material in viewport?
How do I unlink my project from this? I'm not using it at all; it doesn't seem to be available for 5.1 and my project won't compile without it. I've searched everywhere and can't find an answer.
@@carlospino1192 Thanks. I did try that shortly after making that post. I wound up just taking the hit, losing some progress, and going back to 4.27. My game has no need to be on any version higher than that. I just got excited to try the new engine.
Wait. The size is 100? That suggests to me not that the texture was meant to be 100 real world units, but that the slider is in percents. Not physical size. Why have physical size if you can't have physical size? Example. I have a map of 1 concrete masonry unit. The size should not be 100x100, it should be 16x8 (inches). MAYBE this example is meant to be 100 inches. But if so, then it was a confusing example.
100 is actually equivalent to a meter (100cm = 1m) and is only a default value if the material doesn't have a built-in from Designer. Substance Designer has Physical-Size property that can be set. Not all of our materials have this property data. It's set on the materials we have based on scan data. In this example, I used a procedural material that doesn't have this property. So I am setting values based on perceived size.
Me: "Wow, this is simple!"
12:05
Me: "......."
Excellent plugin, really makes things easier. Thank you for the explanation.
Glad you liked it!
@Adobe Substance 3D - great tut of the new features, but as I can see on the Adobe Substance 3D forum, the live link feature is something artists miss a lot. I have looked at the documentation for the plugin, could not find anything about live link. This feature is the main reason I use Pt, as it saves so much time finding the right material based on the UE5 scen. It is also a great tool for design reviews - Please bring it back. Thank you.
This will do wonders to the speed of iteration, thank you so much 🙏
Such a great tutorial and way to use textures in UE
Won't this be incredibly unoptimized if you are generate a full set of new textures for every single instance? I assume you can still create child instances of the initial instance?
This kind of workflow is about speed for concepting and experimenting with ideas in a scene, no need for optimisation at this stage
@@samthecaribbean6466 And how do you optimize for the final game?
the Substance plug in for Unreal 5.2 when is it going to be ready?
Great!
But with previous versions it was possible to send object to Substance and live change not only few parameters, but create cmplex material in SP. How is it possible now?
I like you .....Did you find a solution?
can we drive substance graph instance from blueprints in realtime in game? this would be super powerful
Can unreal 5 use substance smart material ? Because I can't import spsm file......
Any timelines on getting this updated for 5.2?
Nice video!!but about substance in blender a while ago i tried to download it but it doesn't work?
Honestly I’ve found if you just export the images from substance and then use those in blender works better than using the substance add on for blender
Is the layering material the only way I can blend? I usually output my texture layer into material ID maps from Painter. When I want to select multiple materials I have to use layeringMaterial in the material graph? Any better suggestion for that workflow?
Something must have changed since this tutorial was loaded. I'm using UE 5.3, and everything was ok up to the part where I tried to impost the Substance Material that I downloaded. I doesn't appear in my Download folder from the Contant Browser. When I look in the Download folder from any other folder outside of UE 5.3, the Substance file is there.
Any ideas of how to work around this?
Hi, I am sorry for the confusion. When the material is imported it will go to the folder that is currently open in the content browser. So if that is not the Download folder, then it will not be created there. The plugin shows a file path in the import window where the instance and materials will be created, so that is a good way to double-check.
After trying this method, my projects crashed and couldn't recover due to too many SBSAR files. I do not recommend this for designing levels.
This plugin no longer works in UE5.0 after update, the materials never show. Always shows default UE material. Is there any hot fix for this issue? Thx
A new version for Unreal 5.1 is in the work.
it was possible to send object to Substance and live change not only few parameters, but create cmplex material in SP. How is it possible now?
Adobe's version of Quixel Bridge, or am I missing something?
Can someone please help me understand how Adobe's growing 3D suite (and added expense) is better (or easier in any way) than the free stuff?
How would one go about getting a SBAR material with opacity to work? I have ticked the Opacity boxes in the Graph Instance as well as set the blend mode to Masked. I'm not seeing an update to the material, is there another toggle I may be missing? Thanks!
Additionally I thought to plug in the alpha channel into the parent/master material and set to 'Masked'. No change. EDIT: 5 Months and still no response. Gold star support, @adobe
when you updating to 5.1 unreal engine?
Can I download asset from Sustance 3D site DIRECTLY to folder in Content browser? In the video you have already downloaded asset to default Downloads folder
what about UDIM sbsar files...
When I add sbsar files to Unreal Engine 5.4.1, it crushes.
I recently picked up a Lava material from Art Staion, when i port it into UE5 it is very very pixalated. Is there a reason that could cause this?
It fails to install to 5.02 engine on mine and the error code doesn’t even have documentation.
Wow, nice.
Thanks!
How does it work with a metallic carpaint Substance material with clearcoat ? In my case the clearcoat doesn't work. Can you help me ?
Hey there, sorry to hear you are having trouble, what do you mean that the clear coat does not work? Can you not import or does or are you having difficulty with the material in viewport?
the plugin doesn't show up for me
same
Are you going to update this... UE5.3 is already out
Does the 4.27 version have the plugin?
im getting crashes with 5.3 when trying to edit parameters, is there anyone i can send my sbsar file too
How do I unlink my project from this? I'm not using it at all; it doesn't seem to be available for 5.1 and my project won't compile without it. I've searched everywhere and can't find an answer.
open the uproject with text editor and delete the plugin from the list
@@carlospino1192 Thanks. I did try that shortly after making that post. I wound up just taking the hit, losing some progress, and going back to 4.27. My game has no need to be on any version higher than that. I just got excited to try the new engine.
Niceeee
why is no link live with substance...
"Use physical size." "No really, do it."
That seems weird.
Wait. The size is 100? That suggests to me not that the texture was meant to be 100 real world units, but that the slider is in percents. Not physical size. Why have physical size if you can't have physical size?
Example. I have a map of 1 concrete masonry unit. The size should not be 100x100, it should be 16x8 (inches).
MAYBE this example is meant to be 100 inches. But if so, then it was a confusing example.
100 is actually equivalent to a meter (100cm = 1m) and is only a default value if the material doesn't have a built-in from Designer. Substance Designer has Physical-Size property that can be set. Not all of our materials have this property data. It's set on the materials we have based on scan data. In this example, I used a procedural material that doesn't have this property. So I am setting values based on perceived size.
previous plugin was better
Looks wasteful and quite pointless. Making proper UV's would have taken less time than monkeying around with instances.
No offense but his plugin is really bad. Just apply your texture in Substance painter instead and export it to UE5.
This is not the right way.