Allegorithmic Substance Utilities and Textures

I was just getting use to the new Substance Utilities with Unreal 3. Is there support for this on Import? Or will there be in the near future?..srry, waiting for a graphics card this week so I cannot check on this…I really liked the tweaking and compression of textures, as it was much faster for me…

We have nothing to announce at this time.

When key partners have integration’s ready, they will engage with folks through the forums and this site.

Please wait patiently, and do not stray outside of the Rocket NDA by emailing folks and asking when integration’s will be ready.

Thank you

Hi Kevin,

We have key partners working with UE4 and Rocket to build integration. I have told partners that when their integration is ready for testing they can share it with Rocket beta users, so let’s hope that what you want becomes available soon.

Cheers!

Ok, sounds good!!

Any update on this? Substance 4 integration would be awesome!

We have nothing to announce at this time.

I contacted Allegorithmic directly not long ago - they are working on a UE4 integration, but there’s nothing to share yet :slight_smile:

Thanks for that, my team were talking about this just the other day so its nice to know they are working on UE4 integration officially.

Guys, I am being hamstrung by not having access to the 1000 plus Substances we are working with. Our investment in Substances and now what we are doing with Substance Painter (alpha testers) is an important part of our workflow. Like Oculus, is this going to be a part of the Plugin architecture? If so, when might third party plugins start to show up?

You can still generate your textures externally and import the texture maps as normal? You only really lose the amount of time it takes to select a number of textures in the editor and click ‘reimport’?

I have to use a utility that converts the .sbsar to the various channels of the material that I’m using, so I have to export 3 to 6 maps. I lose any adjustment channels that I might have made such as dirt and the ability to change the resolution on the fly in Editor. Instead of dragging 10 Substances into scene and having them auto-create the material, I end up dropping 40 or more maps into the Content Browser and then I get to build the materials manually, so really I end up losing a considerable amount of time.