Substrate - Feedback Thread

Thanks. Do you mean I should try to disable the Metahuman plugin?

//Update: After enabling the Metahuman Plugin inside a clean workbench project the problem appeared again. SO, it is definitely somehow related to one of the MH Master materials, I’d think. I’ve uploaded the project to WeTransfer in order for you to investigate the issue: Unique Download Link | WeTransfer

(The link will expire in 7 days)

Please help, this looks wrong

hey, if you scroll up you can see my solution for this, it involves a one-line change to SlateElementPixelShader.usf. I was able to reproduce (and fix) this error on several machines by enabled the Metahuman plugin.

Sorry. Could you point me towards your solution? I can’t seem to find it.

Here you go. Substrate - Feedback Thread - #496 by 0xsb

Also, I found this recently, but haven’t tried it yet: https://www.youtube.com/watch?v=320FSmL5BNw

@Kidt

Thanks. The solution in YT link you’ve shared is only applicable to (master) materials in the project. I’ll try your solution later. (:

I know epic added a new multi switch expression in material but it’s only dynamic and not static. On top of that it only takes float to select the option.
It would be great if we can get a more user friendly multi switch node based on enums instead float. And it can have option to make it static or dynamic.
And then there will also be need for enum parameter.

If it’s too much work then it would also be great if new multi switch expression have checkbox to make it static.

Hello all

I have a issue with substrate glass that occludes itself showing through incorrectly.
I’ve been stuck with this issue for a few weeks so have turned to the forms for help.

In the video below i show the issue in which the glass is seems to show glass surface and objects behined it without taking into account the roughness and IOR of the ones in front of it.

I assumed it is somthing with the way that order in which they are calculated/rendered but this isn’t my area of expertease.

The mesh used in the video has 0.5cm of thickness but the result is the same if a plane is used with two sided shaded active.

Any advice is appreciated.

(if this is the wrong area for this post let me know.)

Engine version 5.5
All substrate options ticked in project settings.
Windows 11
DirectX 12
Nvida 4080 (latest drivers checked)

@Kidt Thanks a lot!! We will have a look when we can.

@not_grey Not sure what is going on, look like it is the path tracer? Which version? etc.

@Ibtesam_Sadiq Not sure what you want to show with that video but I do not have time to watch it. Switch nodes can only be static with Substrate. We have added a Select node, but it enforces parameter blending since we do not support different Sub trees of material to be dynamically switched (required to be known for optimised slab-to-slab effect and gbuffer export, that is why it can only be static).

@nova8459 This is a typical translucent sorting issues. It is not related to substrate. Lots of solutions you can find around (split your mesh, use unreal mesh triangle sorting, etc.).

the video that I shared had a custom-made static multi-switch based on an enum instead of float. and I am not talking about the old static switch. I am talking about new multi-switch node know as “Switch”.

I wanted to know if we can get the static version of this and if it can be based on enum instead of float, which would be more user-friendly.

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And I have one more question. I am thinking about diving into unreal engine source code to create custom Scene Texture IDs for the following Data:

  1. Emissive Color ID for all the scene objects.
  2. Lightning Only ID similar to View mode “Lighting Only”
  3. Detailed Lightning ID similar to View mode “Detailed Lighting”

I just want to know if it’s even possible to implement, for example, if there is a way to use the existing view mode to write in scene texture IDs.

It is likely possible to implement such a switch node (adding a note about it, edit: reported to our UX team and it is planned). It also probably could be integrated back if any one would develop that.

You can likely not implement such view modes because all the Lighting/Emissive is mixed in the framebuffer. Or you will have to touch the shaders and it might be a bit messy.

REMINDER: this thread is about Substrate itself (experience, bugs), not about side tech/features support.

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understood, then can I message you directly about side tech/features?

Thanks, it good to know that It’s part of the plan.
Will it use enum or float for selection?

Thanks for sharing the project! I have been able to run it in 5.5 latest but I still cannot reproduce the problem. When I render the project sequence with MRQ, pre caching happens and then the capture is going smooth without recompilation. A bit clueless on this one right now.

Thanks but the issue occurs in 5.4 for us, not 5.5.

In this material, the base color map is a Virtual Texture, while the normal map isn’t. I don’t know the exact way to reproduce this issue. Based on distance, the virtual texture gets worse.

Sure, I am on the latest version of the engine so 5.5.1

I can’t find any examples of how it was before Substrate
but this is what I was looking at before unhooking the pin.

the add node at the bottom of the above image was fed into the world position offset.

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does substrate support project packaging ?