Substrate - Feedback Thread

Let me just get an SS of the doc:

2 Likes

I suspect this is related to Lumen (we had several report of similar issue in 5.3). We rewrote how Substrate works with Lumen in 5.4 which should fix your issue I believe. There is no known workaround in 5.3 unfortenuately. Maybe you can just test that specific paint in a vanilla 5.4 project to see if this is fixed?

/Charles.

I am trying to get a different shading model color in post-process material for the mesh part that has unlit shading model. but If I will use a regular slab. I won’t be able to get a different shading model color to mask out the emissive part in post-process material.

What does that mean?

I think there is a bug in UE 5.5. I am testing Scene Texture for shading model color and it’s not showing unlit shading model color.



Right now I believe the unlit shading model is just gone as we do not write any closures for lighting into the Gbuffer.
Thanks for reporting, I have added a task for us to check that.

1 Like

Thanks for the clarification.
I think there is another bug. It seems like World Position Data is unstable. It’s flickering the issue can be seen far from world origin but at world origin it’s worst.


I think Anisotropy and clearcoat are also missing.

I’ll check all the shading model.
The world space sampling being noisy is likely independent from Substrate, but I’ll check.

1 Like

thanks

This looks expected to me, it’s a precision issue made visible due to the use of frac and having the surface perfectly aligned with the grid, similar to z-fighting

Welcome
I have a question

in time for version 5.3
you added initial experimental half baked partly done full “todo” support for Path Tracer

now version 5.5 is just around the corner and in it Substrate has reached beta status and Path Tracer is considered production ready

my question is do you have a plan to finish support for Path Tracer,

especially now that Substrate is beta and the next step to reach production ready will be testing Substrate in Fortnite,

and Fortnite has a lot of cinematics made in Unreal Engine like trailers for new seasons for example,

and I am 90% sure that Path Tracer is used to render those cinematics

so in my opinion having full support for Path Tracer in Substrate would be crucial before testing it in battle (royal) in Fortnite

Assertion failed: View.SubstrateViewData.SubstrateGlobalUniformParameters != nullptr || !IsSubstrateEnabled() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\Substrate\Substrate.cpp] [Line: 704]
I don’t understand way me project crashed
But
If your project crashes (with Substrate enabled) after you touch the landscape mode and your landscape has no material, the issue could be broken materials on objects located in that landscape proxy cell (I don’t know why this happens, but the log indicates an error that the substrate is broken—when in reality, the material on the objects has substrate convert
). Problem if you have many light source ( point rec) you need deleting light and all mode working again
IN my case :inbox_tray:
UE5.5 Megalights

I’ve tried to use substrate in UE5.5 and I see huge artifacts, like glowing and smearing, on all nanite meshes with substrate. See here for an example video.

3 Likes

I am also seeing this issue on all Nanite meshes

2 Likes

Hi,
A few answers:

  • The path tracer is production ready. But substrate isn’t. It is beta for 5.5. Path tracer should be in a good state with Substrate for 5.5 but there might still be differences (and there will always be due to its nature). This is a work in progress with no ETA.
  • Substrate crash: not sure about this one. Ig you have a project to share it would be good (I see a download icon in our post but not link available @Ingvard )
  • The flashy light you see is due to VRS, we are actively working on a fix for 5.5.
2 Likes

is substrate related to GBufferDataInterface not working in niagara?
looking at it code wise it seems to have been updated for substrate but stuff like DecodeWorldNormal just outputs a single blue color

This has been implemented in 5.5: both Niagara and material SceneTexture node now use the same code behind the scene.

2 Likes

Hey. Yep, I investigate about crash
When if you use megalight and substrate and one source light point or another and try to sculpt terrain, you pick up crash.
My decision, I disable megalight when I use landscape mode.

Thanks for the details @Ingvard ! And sorry for the trouble. Megalight and Substrate are not production ready yet so using them together can cause issues.
I am adding a task for use to fix that.

1 Like