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Substance Painter Fall Update

#1
Substance Painter Fall Update

<div style="margin: 5px 5% 10px 5%;"><img src="http://www.sickgaming.net/blog/wp-content/uploads/2018/11/substance-painter-fall-update.jpg" width="1200" height="500" title="" alt="" /></div><div><p><a href="https://www.allegorithmic.com/products/substance-painter">Substance Painter</a>, the popular PBR based texturing application, just received a major update.  The fall update comes with a completely new rendering engine resulting in better performance with lower hardware demands by incorporating Sparse Virtual Textures, which simulate large textures using less memory.  The new engine also<img width="450" height="188" title="" align="right" alt="" src="http://www.sickgaming.net/blog/wp-content/uploads/2018/11/substance-painter-fall-update.jpg" /> supports up to 300 UV Tiles at once enabling support for massive scenes.  There are also several new tools aimed at mobile users including a new 2D viewport exporter with the ability to bake into a single high resolution texture and more.</p>
<p>Complete details on new features from the <a href="https://www.allegorithmic.com/products/substance-painter/release-notes">release notes</a>:</p>
<blockquote>
<p>Added:</p>
<ul>
<li>Summary: a huge boost in performance, viewport upgrades, proper 2D view export, new UI helpers, an enhanced symmetry tool and new content
</li>
<li>[SVT][Engine] Sparse Virtual Textures (SVT)
</li>
<li>[SVT][Preferences][UI] SVT hardware support acceleration option
</li>
<li>[SVT][Log] Additional information for Sparse Virtual Texturing feature (e.g. size disk)
</li>
<li>[SVT][UI] Message window at start if size on disk too low for the cache
</li>
<li>[SVT][Preferences][UI] Substance Painter global cache location
</li>
<li>[SVT] New environment variable to specify the path of the cache of Substance Painter
</li>
<li>[SVT] New environment variable to activate the SVT hardware support acceleration
</li>
<li>[SVT] Detect sparse support by hardware
</li>
<li>[SVT][Hardware Sparse] Raise minimum driver version for Nvidia GPU
</li>
<li>[SVT][Shader][[Viewport][UI] Warn user if artefacts present with Sparse Virtual Texturing at project opening
</li>
<li>[Anti-aliasing][Viewport] New temporal anti-aliasing filtering for 3D viewport (via Display Settings)
</li>
<li>[Export] Export the content of the 2D viewport as a single texture
</li>
<li>[Export][Dithering] Expose dithering at export
</li>
<li>[Layer stack] Colors on layers and folders
</li>
<li>[Layer stack] Quick activation and deactivation of multiple layers and effects
</li>
<li>[Layer stack] Easier navigation for blending modes with up down keys and mouse scroll
</li>
<li>[Proj][UI] Additional rotation manipulator on all three axis for triplanar
</li>
<li>[Proj][Shorcuts] – and + to change the UV projection manipulator size
</li>
<li>[Shader] Control coated layer parameters with channels in the PBR-coated shader
</li>
<li>[Substance] Expose new mesh-based texture inputs for filters and generators
</li>
<li>[Symmetry][Viewport][UI] Control symmetry offset with manipulators
</li>
<li>[Symmetry][Contextual toolbar][UI] New symmetry panel with options
</li>
<li>[Symmetry] New symmetry line intersection mode
</li>
<li>[Symmetry] New symmetry clone cursor
</li>
<li>[Symmetry][Shortcuts] Q to hide and -, + to change size and shift to snap
</li>
<li>[Log] Improve error messages when unable to export textures
</li>
<li>[Scripting] Allow to change or update the resources in Display Settings
</li>
<li>[Scripting] Allow to create or remove channels in Texture Sets
</li>
<li>[Content][Shaders] Add support for anisotropy with a dedicated shader (pbr-metal-rough-anisotropy-angle)
</li>
<li>[Content] Update of the preview sphere with anisotropy and modified angle
</li>
<li>[Content] Updated matFx shutline
</li>
<li>[Content] New Texturing.XYZ seamless face scan
</li>
<li>[Content] New anisotropic procedurals
</li>
<li>[Content] New filter: baked lighting stylized
</li>
<li>[Content] New environment map: studio automotive neutral
</li>
<li>[Content] New project template: PBR – metallic roughness Anisotropy angle (with anisotropy channels)
</li>
<li>[Content] New project template: PBR – metallic roughness Coated</li>
</ul>
<p>Fixed:</p>
<ul>
<li>[Color Picker] Painting cursor appearing when trying to pick a color
</li>
<li>Crash by Selecting or Unselecting layers in a specific order can lead to crash
</li>
<li>Crash when pasting as an instance a layer with a mask
</li>
<li>[User Channel][Regression] Crash when renaming user channel
</li>
<li>[User Channel] Grayed brush preview
</li>
<li>[Alembic] Only one texture set from several materials after import
</li>
<li>[Engine] Exported texture differs from viewport for brush stamps
</li>
<li>[Engine] Invert with a level effect does not fully affect a texture
</li>
<li>[Material picker is applying a brush stroke while picking
</li>
<li>Switching resolution to 128x128px leads to a crash
</li>
<li>Mesh map links are not updated properly when rebaking or instancing layers
</li>
<li>[Substance] UserData ColorSpace does not work on Baked Mesh Normal requested as input
</li>
<li>MDL association mismatch when using multiple shaders instances
</li>
<li>[Symmetry][Fill Layer] Symmetry plane and its manipulator active in Fill Layer
</li>
<li>[Viewport] Pivot point for translation not always updated after clicking
</li>
<li>[UI] Fixed icons and removal of placeholders for HDPI monitors</li>
</ul>
<p>Known Issues:</p>
<ul>
<li>Computation freeze on AMD VEGA GPUs
</li>
<li>Huion tablet issue with shortcuts on Windows OS
</li>
<li>Anti-aliasing and shadows when active together may give unexpected results</li>
</ul>
</blockquote>
<p>You can learn a great deal more about this release in <a href="https://www.allegorithmic.com/blog/substance-painter-gets-faster-larger-assets-ux-upgrades-export-improvements">this blog post</a>.</p>
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