@SebHillaire Good day,sir. You’ve mentioned that substrate is in beta for 5.5
Could you, please, give any updates about MAC ?
I really love how substrate works on my Win PC and will appreciate any news bout if it start work on MAC without causing a crash.
Hello @KPK3D ,
Yes this one has taken a long time. Thanks for the patience. TLDR: it works now on MAC. I have been able to run and see it.
Substrate should now no longer crash on MAC with 5.5. We fixed compiler issues and a last bug yesterday and it runs on sm5 and sm6 level shading models (last crash fix related to MegaLight will be in the next 5.5 update I presume). There are some things that we need to iron out still: Substrate debug views in 5.5 do not show up on MAC (fixed for 5.6), etc. We are getting there
@SebHillaire Thank you for such a quick answer and clarifying the situation.
Could you please lead me on what branch of UE5.5 is the best for Mac rn ?
I’ve tried UE5-main and the launcher versions.
Both just close the blank new project as soon as I try to create and then open a material.
Also I’ve noticed that both versions don’t have Metal 3.0 available, so I wasn’t able to test on SM6.
@SebHillaire Bake Out Materials on Mesh Assets doesn’t seem to work when substrate is enabled. The material gets created, but textures are not resulting in a black material. Is this known issue and if it is will this planned to be implemented/fixed in 5.5 for Beta as this is quite important feature?
@KPK3D I have been using the 5.5 stream but ue5main should have also the latest fixes since yesterday. In case of crash please send me your log.
@INSOPRO I’ll add that one as a task since I am not sure we looked at that one so far. Thanks for reporting! It is too late for non-critical/crashes fixes in 5.5 unfortunately.
@SebHillaire Tried 5.6, 5.5, 5,5 launcher
CrashReport-UE-MyProject2-pid-67209-E07DCD3BAA466973497CF7923F457951.zip (163.0 KB)
@Ingvard Sorry but on latest UE5.5 and UE5Main I could not repro terrain sculpting crash with mega light visible and substrate enabled.
If you have a project to share I could try this on it would be great. Thanks
In a new project with UE 5.5, I’m getting strange artifacts when using SSS in a Substrate material, on a Nanite mesh and with a shallow depth of field (low aperture value). Is this a known issue with 5.5 Preview? Disconnecting the SSS node (connected to a simple BSDF slab) fixes the issue. Disabling Nanite also fixes it. This same asset worked fine in 5.4 (also using Substrate and Nanite). The artifacts also change as I click around anything in the Editor’s UI.
Hi,
Thanks for reporting.
Probably the Substrate bug we have with VRS in Nanite. There should be a fix for that coming in 5.5 (disabling VRS with Substrate for 5.5, proper fix in 5.6).
We will have a look to make sure this is it.
Thanks
Indeed, it looks like VRS related. Until the final 5.5. release is out, you can try to disable it locally with r.Nanite.SoftwareVRS 0
or r.VRS.Enable 0
/Charles.
Thank you Charles and Sebastien. Disabling VRS effectively solved the issue (I’m using r.Nanite.SoftwareVRS 0
).
Hello,
Did not see it reported in the feedback thread and maybe I did something wrong along the way but it looks like Substrate Subsurface Scattering is not contributing to reflections (skin appear black in a chrome ball reflection for exemple) if it’s using the new diffusion model or a Subsurface profil.
Hi @xaviernobs ,
Thanks for reporting. But what version is that? Is this Lumen HWRT?
I thought we fixed that for 5.5 but maybe there is another case we have not found.
Hello @SebHillaire,
Yes it’s Lumen HWRT in 5.5
Hello, I enabled Substrate Materials in the project settings of UE5.3, but M4 (Magic Map Material&Maker) (https://www.fab.com/zh-cn/listings/12c3745b-f70b-473c-b8c4-1a3f93674494) terrain material cannot be displayed properly. Currently, there is only land and scattered color blocks on the terrain. Do you know how to solve this problem? If you could reply to me, I would greatly appreciate it
I tried to reproduce this issue, but I couldn’t. It seems to work fine. The indirect lighting used in reflection view will use the sparse probes, which might have not good/perfect interplation. This could cause this black artifact (see the picture). So I wonder if you are hitting the same thing here:
Here is another working example:
/Charles.
Hello, thanks for the exemple and taking the time to respond ! I think in your image it works because it’s using the surface cache for screen trace (sorry if my vocabulary is not 100 percent right) since it looks like it’s a bit low rez. If you disable screen trace and try to cranck up the reflection quality you may end up with the same error as my pictures above. I’m gonna reproduce it in a different settings and update it with all the detailed parameters and settings. The thing is that it works perfectly fine with the old subsurface model (without subdivision or without substrate) AND without using a subsurface profile.
Here’s my settings as you can see if I leave it at default by deactivating the post process it “kind of works” but as soon as I active with these settings (to achieve better reflections) every material that has a subsurface profil or the new diffusion model goes black and here’s part of my render settings if needed
Sorry, it seems like incorrect project sharing. U can plug any texture to that slot
i was wondering if the existence of substrate could mean some updates to how materials are handled within lightmass?
for example, if you have your material using proc grid UVs and then try to use a lightmass feature like directional lightmaps/static normal map lighting, lightmass proceeds to use the lightmap uv of the mesh instead of the proc uv which is a major issue for this type of workflow, it seems like the same thing happens for the exported texturemaps that gets fed into lightmass since some of my maps dont have any actual colorbleeding after they’re baked