- Substance 3D home
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- Plugin Overview - UE5
- Plugin Settings - UE5
- Substance Input Image - UE5
- Material Instance Definition - UE5
- Material Template Usage - UE5
- Out-of-the-Box Material Templates
- Tiling Substance - UE5
- Substance 3D Plugin Default Templates
- Substance 3D Assets Library Usage - UE5
- Blueprints - UE5
- Unreal Engine 5 Scripting
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- Unreal plugin 4.27.0.1
- Unreal plugin 4.26.0.21
- Unreal plugin 4.26.0.2
- Unreal plugin 4.26.0.1
- Unreal plugin 4.25.0.5
- Unreal plugin 4.25.0.4
- Unreal plugin 4.25.0.3
- Unreal plugin 4.24.0.3
- Unreal plugin 4.23.0.2
- Unreal plugin 4.23.0.1
- Unreal plugin 4.22.0.33
- Unreal plugin 4.22.0.32
- Unreal plugin 4.21.0.31
- Plugin Overview - UE4
- Plugin Settings - UE4
- Substance Input Image - UE4
- Material Instance Definition - UE4
- Tiling Substance - UE4
- Working with Bump Offset (Parallax) - UE4
- Working with Displacement - UE4
- Source in UE4
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- Substance 3D for Unity Scripting
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- API Overview
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- Substance 3D in Unity Tutorials
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- MODO overview
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- Substance in MODO Overview
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- Working with Normals
- Working with Emissive
- Bump and Displacement
- Working with References
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Material Template Usage - UE5
Material Templates allow the user to create a base material for substances to use as a template for connecting their output nodes to inputs in the material.
Outputs sharing the same name and type as a material input will automatically be used. This Parent Material example has a “baseColor” texture sample node that will get filled in if the Substance has a texture output also named “baseColor”.
Substance outputs support updating textures, single float, or int scalar values, and vector (2-4) values. To use float or int outputs at runtime you must get the dynamicMaterialInstance from the graph as constantMaterialInstances (any materials generated in editor) cannot change scalar values at runtime.
The substance graph instance will attempt to fill in all relevant output values at the time of creation.