Procedural textures with the Substance Engine seem to update very quickly if you turn off caching, modify one exposed variable at a time, modify it frequently, and even then only after you've attempted to modify it 2 or 3 times.

However, I want basically the opposite. For example, units have a "blood" variable that generates blood differently on them as they take damage, as well as a "battle wear" variable that generates scratches and dents, but doesn't revert when they heal.

So to force a variable not to cache, I have to set it to some dummy value, then back to normal, then call RebuildTexturesImmediately.

How can I tell Substance not to cache a variable at runtime, so I can change it once and have the texture regenerate quickly?

  • \$\begingroup\$ Could you a bit of relevant code? \$\endgroup\$
    – Shroeder
    Commented Oct 3, 2014 at 15:10
  • 2
    \$\begingroup\$ I get a 404 error when I click the link. I'd guess that the url is outdated. Perhaps this is a suitable replacement? \$\endgroup\$ Commented Apr 21, 2015 at 22:22

1 Answer 1


Try using CacheProceduralProperty to specify at runtime what properties you want to cache and which ones you don't.


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