Documentation for Substance 3D Integrations is now available on Experience League. After March 14th, HelpX pages will automatically redirect to the equivalent Experience League page.
Refer to the FAQ for more information about which documentation is affected.
- Substance 3D home
- Ecosystems and Plugins
- Home
- Game Engines
- Game Engines overview
- Unreal Engine
- Unreal Engine 5
- Unreal Engine 5 overview
- Unreal Engine 5 Release Notes
- Plugin Overview - UE5
- Plugin Settings - UE5
- Substance Input Image - UE5
- Material Instance Definition - UE5
- Material Template Usage - UE5
- Out-of-the-Box Material Templates
- Physical size - UE5
- Tiling Substance - UE5
- Substance 3D Plugin Default Templates
- Substance 3D Assets Library Usage - UE5
- Blueprints - UE5
- Unreal Engine 5 Scripting
- Installing to Source Builds
- Unreal Engine 5 overview
- Unreal Engine 4
- Unreal Engine 4 overview
- Unreal Engine 4 plugin release notes
- 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
- Live Link in UE4
- Blueprints - UE4
- Unreal Engine 4 Scripting
- Unreal Engine 4 overview
- Unreal Engine 5
- Unity
- Unity overview
- Unity Release Notes
- Downloading Substance 3D Plugin in Unity
- Unity Plugin Overview
- Unity Preferences
- Optimization Guidelines
- Upgrading Projects/Known Issues
- Managing Substance Graphs
- Changing parameters
- Generated Textures (Packing)
- Rendering Color Space
- Using Image Inputs
- Publishing for Mobile
- Substance 3D for Unity Scripting
- API Overview
- Scripting API
- C# Example Script
- Substance 3D Assets Library Usage
- Removing Substance Plugin
- Substance 3D in Unity Tutorials
- Physical Size in Unity
- Sharing sbsar Files Between Projects
- Unity overview
- Lumberyard
- Roblox
- 3D Applications
- 3D Applications overview
- Maya
- 3ds Max
- MODO
- MODO overview
- Modo Plugin Release Notes
- Substance in MODO Overview
- Modo Installation
- Parameters
- Custom Materials
- Working with Normals
- Working with Emissive
- Bump and Displacement
- Working with References
- Animating Substances
- Copy/Duplicate Substance
- Environment and Rendering Setup
- Modo Switch Engine
- Tiling Modo textures
- MODO overview
- Cinema 4D
- Houdini
- Blender
- Blender overview
- Release Notes
- Substance in Blender Overview
- Downloading and Installing the Plugin
- Preferences
- The Substance 3D Panel
- Shortcuts and Navigation
- Workflows
- Physical size in Blender
- Substance 3D Assets Library
- Troubleshooting
- Uninstalling the Add-on
- Substance 3D Add-on for Blender Tutorials
- Blender overview
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Substance SBSAR Integration
You can easily bring SBSAR files created in Substance Designer or Substance Alchemist to Maverick following either of these 2 methods:
Method 1:
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Use the SBSAR icon and select your SBSAR file.
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In the Import dialog you can set some material parameters:
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Proceed and you will see your material appear in the Materials panel, ready to be used in your scene:
Method 2:
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Simply drop your SBSAR file from the Windows Explorer to any object in the scene. You can drop SBSAR files on the Material panel too.
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In the Import dialog you can set some material parameters:
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The material will be applied to the object you dropped on.
Tips & Tricks :
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You can edit the SBSAR parameters by selecting the Substance node in the Materials panel or by clicking on one of the material’s channel plugs.
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We recommend that you edit the material at a resolution of 512 or 1024 to make editing more fluid. For final renders you can increase the resolution to 2048 or 4096.
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If you want to use the same SBSAR but with different parameters on another object in the scene, duplicate it and apply it to the new object. Maverick will automatically create a new material that you can edit independently.
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If you have several SBSARs on scene you can use the button “Set as global resolution” in any of them to control the resolution of all of them at once.
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Maverick includes 10 Materials and SBSARs that you can find in the Shading library under the Materials/Substance and under Maps/Sbsar folders:
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If you want to make your own SBSARs available to Maverick, create a sub-folder to place them in
“C:\Users\User\Documents\RandomControl\library\Shading\My Maps”.
Then, you can simply drop them over your objects so that Maverick can create the corresponding wrapper material.
You can see an introduction video for SBSAR in Maverick here: https://youtu.be/HosZOoMRfcM
You can see a practical example using SBSAR in Maverick here: https://youtu.be/ebVI5jJD71A
Support Links:
Mail to gorilla@maverickrender.com
Chat in Maverick website www.maverickrender.com