It should be fixed in 5.5 normally.
Subsurface material
Subsurface profile material
/Charles.
nope, doesnt work at all with a static light or a static directional light, sending a test project in a sec
sent the test project to you
Looking more carefuly, this issue is a bit different from what we found on our side. I tried to reproduce your material, but I couldn’t get a repro. Would you be able to share the material (and material function) so that we can test that on our end?
Thank you!
/Charles.
Sure, I am still new to community features. Could you explain how to share it properly? I saw before people share whole graphs, but don`t know how to do it. Thank you
any update on this?
Try this site: https://blueprintue.com/
@Charles here is the project with the master and instanced material. Both assigned to the objects in the scene
Ideally you would isolate the issue into a small project that you can share with use with any kind of transfer/cloud service. This way, we can reproduce the issue with the same content & settings than you do (which ease a lot the repro for us). The issue I mentioned above is now fixed in our mainline (upcoming 5.5), but it might be slightly different from what you are experiencing.
/Charles.
Thanks! I will try that.
/Charles.
No sorry, no progress on this. I got your project (thanks for sharing), but I hadn’t time to look at it yet.
/Charles.
s’all good, just hoping it gets fixed by the time the next version of UE is out
I tried your project, but it looks like one of the material function (the problematic one I guess) is missing.
/Charles.
So I have had 2 seperate projects on 2 different computers somehow when converting to 5.4 had substrate turned on without wanting that to happen - now I am getting these errors that never seem to get answered on the forums on how to solve
"[2024.09.30-12.14.45:064][176]LogShaderCompilers: Warning: Failed to compile Material /Engine/Transient.Footage CaptureData Material for platform PCD3D_SM6, Default Material will be used in game.
/Engine/Private/SlateElementPixelShader.usf:168:58: error: no member named ‘GetFrontSubstrateHeader’ in ‘FMaterialPixelParameters’
FSubstratePixelHeader SubstratePixelHeader = Parameters.GetFrontSubstrateHeader();
~~~~~~~~~~ ^
/Engine/Private/SlateElementPixelShader.usf:169:50: error: no member named ‘SubstrateTree’ in ‘FSubstratePixelHeader’
FSubstrateBSDF UnlitBSDF = SubstratePixelHeader.SubstrateTree.BSDFs[0];
~~~~~~~~~~~~~~~~~~~~ ^
and its causing movie render que renders to compile shaders after every frame so a 1 hr render takes 13 hrs now - how do u solve this ? Its referencing a engine location but my other projects render fine
LOG FILE INCLUDED
substrate-ISSUE.txt (516.3 KB)
thanks for any help
Hello,
Substrate do not enable itself so not sure how that happened. You should then disable substrate for your project. If you have not resaved any material when Substrate was enabled, it should work the same way as before. Otherwise, substrate is a one way ticket, so if you did save some materials you will have to do some rewiring yourself.
Otherwise, fixes have gone in for Slate materials + Substrate in 5.5 so that error should go away.
I tested your project in our 5.5. branch and I could repro the issue (thanks for sharing the repro!). A fix has been made for 5.5 to fix it. (without/with the fix)
However, your project use the opaque rough refraction, which is compatible with static lighting inompatible at the moment for. So you will have to remove that option from your project settings.
Cheers,
/Charles.
I’m having an issue in my 5.3.2 project where my substrate Carpaint material is flashing bright artefacts’ in a grid over the object with the material applied. Its a single frame but glows and fades out over the next second of frames.
The material is using a vertical layer with SSS MTP for the clearcoat, its per pixel byte count is 48 and budget is 80. Only these more complex clearcoat materials in the scene have this problem and I can’t simplify it any further whilst still having the clearcoat look.
The flashing happens very occasionally on a 4090 desktop, and a lot more often on a 4080 laptop, especially when rendering through Movie Render Queue, making the renders unusable. It doesn’t seem to happen in response to any action, it can be sat idle and will happen. The scene is close to the 4080’s 12gb vram limit, so I expect some sort of budget is being hit, causing it to flush and restart a buffer of some kind?
Unfortunately I can’t upgrade this project to 5.4 as there’s other unrelated bugs stopping me using that version which should be fixed in 5.5.
thanks!!!
I am confused about why I can’t blend unlit with other shading models.
Will it be possible in the future or it’s because of some limitation?
And I am confused about the coverage node when it comes to Unlit it have to control coverage i can simply multiply and mask out the area using mask texture.
in short, is there any way to blend unlit with other shading model?