The material picker is already a massive improvement.
For those of you haven't tried them, the black/white layer masks are great. Jerc -when you go into Layer Mask Painting mode it's be great if there was an easier swatch for switching between black and white. Also, you could make it more obvious that you were painting Materials/Masks. The material thumbnail switching in grayscale is OK, but it's not the most obvious thing.
Ricks top tip of the day - create a nice paint effect by adding height to your paint material and leaving it at about 0.075.
Current prices on steam:
Painter $75
Designer $50
B2M $25
Total: $150
In short its the same price as the indie pack, you can buy Designer and B2M sperately and not lose out on the deal. Allegorithmic is smart enough to know you dont have one deal and then trump it with another that would make the first buyers feel jipped. Give them some credit, I think they know what they are doing.
The bundle, I assume, is just a marketing approach to sell and bring attention to the new "indie" licensing and the new painter application as part of a growing texturing suite.
*Shock* I bought Substance Designer LAST WEEK! I should have waited a bit longer!
I went ahead and bought into the bundle anyway. Substance Designer has restored my faith on the whole nodal workflow, and Substance Painter, even in beta, is pretty good. No regrets, I see it as money well spent.
Hey dont feel so bad, I purchased the commercial version which at the time was around $300 before they changed their license for the non commercial to be used commercially. Its the nature of how things work, good company though, good people. Its worth it.
Need better library support for materials - you can specify a material library on the object and save it, but it'd be good to import libraries
There is no material search?
Masking
Need to be able to enable/disable masks
Need to be able to import a mask from an image.
Need to be able to copy and paste masks from one material to another. Possible live linking of masks so that I make a change to the base mask and that updates the references.
Toying with the idea of multiple mask layers, so layer 1 is the base mask (possibly referenced) and the next layer mask is a modifier to that.
Need to make it much easier to know if a mask is active.
Copy a mask from a layer to a folder
Saving Tools/Materials/Brushes
The right click tools menu should be context sensitive - if you are in the material section the choice is to save Material. If you are in the Brush section the choice is to save brush.
If you are in the Materials window the right click menu should have "Save current material as new material"
If you right click on a Material there should be an option (with warning!) "Update this material with current material". This would help with the need to be able to edit an existing material without saving a new one and deleting the old.
Models
Please include the following meshes as standard:
1m cube
1m plane
1m sphere
1m cylinder
Copy those from Substance Designer.
I'd love to be able to have local lights as well as the IBL.
I find the PBR Quality and PBR Environment choices are the wrong way round in the UI. Maybe just me.
How to I create a stencil? How can I import these?
Importing a mesh normal doesn't feel like a good workflow. Instead you should just import images as usual and have the ability to assign an imported texture as the normal - you can already drag images from the library into brushes and fill layers, this functionality should be the same
The ability to convert the quick painted mask into a layer mask
The ability to convert a painted layer into a mask - since sometime you've painted a shape and most of the layer is empty.
Select a mask on one layer as an selection and then use that as a quick mask
=> Not yet, we will add it as the material library grows.
Masking
Need to be able to enable/disable masks
Need to be able to import a mask from an image.
Need to be able to copy and paste masks from one material to another. Possible live linking of masks so that I make a change to the base mask and that updates the references.
Toying with the idea of multiple mask layers, so layer 1 is the base mask (possibly referenced) and the next layer mask is a modifier to that.
Need to make it much easier to know if a mask is active.
Copy a mask from a layer to a folder
=> All of these are interesting, the first 2 should be there pretty soon.
Saving Tools/Materials/Brushes
The right click tools menu should be context sensitive - if you are in the material section the choice is to save Material. If you are in the Brush section the choice is to save brush.
If you are in the Materials window the right click menu should have "Save current material as new material"
=> Interesting ideas indeed.
If you right click on a Material there should be an option (with warning!) "Update this material with current material". This would help with the need to be able to edit an existing material without saving a new one and deleting the old.
=> Yes, we need that option.
Models
Please include the following meshes as standard:
1m cube
1m plane
1m sphere
1m cylinder
Copy those from Substance Designer.
=> Yup, at least the cube/plane for texturing environment tiling stuff.
I'd love to be able to have local lights as well as the IBL.
I find the PBR Quality and PBR Environment choices are the wrong way round in the UI. Maybe just me.
=> Big improvements to the viewport are coming very soon.
How to I create a stencil? How can I import these?
=> To create a stencil, switch to the stencil tool and save your material. Any material can be used as a stencil when in Stencil mode.
Importing a mesh normal doesn't feel like a good workflow. Instead you should just import images as usual and have the ability to assign an imported texture as the normal - you can already drag images from the library into brushes and fill layers, this functionality should be the same
=> Agreed
Please include more materials!
=> We are currently building a library of over 100 tweakable materials.
The ability to convert the quick painted mask into a layer mask
The ability to convert a painted layer into a mask - since sometime you've painted a shape and most of the layer is empty.
Select a mask on one layer as an selection and then use that as a quick mask
Is there any way to get hold of the PBR materials included in the indie pack? I invested early in Substance (3 and 4) and Painter, but the PBR mats don't seem to be listed anywhere outside of the indie deal?
Jerc: can we get those if we only have Substance painter and Designer, not b2m?
I picked up B2M anyways since its on sale for about $25 on steam. Now that it can be used commercially, I would recommend grabbing it anyway. I was actually surprised at how fast you can pump out different maps, even if you take into painter or designer afterwards.
Extremely useful, saves a lot more time in the process.
I picked up B2M anyways since its on sale for about $25 on steam. Now that it can be used commercially, I would recommend grabbing it anyway. I was actually surprised at how fast you can pump out different maps, even if you take into painter or designer afterwards.
Extremely useful, saves a lot more time in the process.
The sale on Steam is actually over, but it's still the case directly on Allegorithmic's Website for a few more days
What's the advantage of buying the software on Steam as oppose to buying it off your website?
There is no specific advantage, except perhaps the fact that you can use your Steam ID on any computer, meaning that you can use your Substance Painter Steam license on any computer (like a floating license). You also get automatic updates on Steam.
On the other hand, you need to have Steam running in the background and Valve is taking a 30% cut, haha.
There is no specific advantage, except perhaps the fact that you can use your Steam ID on any computer, meaning that you can use your Substance Painter Steam license on any computer (like a floating license). You also get automatic updates on Steam.
On the other hand, you need to have Steam running in the background and Valve is taking a 30% cut, haha.
No specific sale planned at the moment BUT Substance Painter is currently at -50% during beta and I wouldn't bet on higher discount, even during the Steam Sales
No specific sale planned at the moment BUT Substance Painter is currently at -50% during beta and I wouldn't bet on higher discount, even during the Steam Sales
Cool.
Do I get all the updates and a floating license if I buy off the Allogrithmic website?
(I'm looking at the Indy pack)
Edit: Sorry, saw the info on the website. :poly142:
I've been giving the trial a shot and am strongly considering buying this.
One thing has been giving me trouble though - I can't get Substance Painter to respond properly to pressure on my Wacom tablet. I made sure the little buttons next to Size and Flow were set properly (they were by default) and my tablet is working fine in other applications (e.g. ZBrush, Photoshop), and the program can detect strokes/clicks from the tablet just fine, but I just can't seem to get SP to respond at all to the pressure sensitivity.
Not sure if I'm missing something? The model is a Bamboo that I got several years back (around 2008 or 2009 or so). Would appreciate some help figuring this out.
Hmm that's weird, I'm using a Bamboo (new one) too and don't have any issues, we have had reports of Painter working well with Cintiq and no issues whatsoever on Intuos tablets. Are you sure your tablet drivers are up to date? I can't think of anything else that could cause that.
I just can't seem to get SP to respond at all to the pressure sensitivity.
Not sure if I'm missing something? The model is a Bamboo that I got several years back (around 2008 or 2009 or so)
I have 2008 Wacom Bamboo model and everything works fine for me.
Did you use this option and one of basic brushes, not physics-based?
I have 2008 Wacom Bamboo model and everything works fine for me.
Did you use this option and one of basic brushes, not physics-based?
Yup, made sure I switched to a basic brush and not a particle brush and made sure the dot was on the filled-in option (I tried a few of the basic ones, actually, and switched the pen pressure option on and off just to make sure). But no dice.
I guess it's good to hear someone with the same model can get the pressure sensitivity to work, but it's odd that I can't... not sure what else could be going wrong.
Hmm that's weird, I'm using a Bamboo (new one) too and don't have any issues, we have had reports of Painter working well with Cintiq and no issues whatsoever on Intuos tablets. Are you sure your tablet drivers are up to date? I can't think of anything else that could cause that.
While my Wacom drivers do appear to be pretty old, attempting to update them simply results in a message saying that I have the best possible driver available. Not sure if there's a driver out there that I'd have to manually install or something.
In the long-run, I think Substance Painter needs to aim towards becoming the more artist-friendly front-end for Substance Designer. Production artists need things to be super streamlined, but to still give them control. Aren't layers really just a simplified, linear set of nodes? Couldn't they function as such?
Artists need an easy way to bake mesh/maps and make them into a package of inputs that all layers can find/use without extra work. Substances (from designer) should be able to be used as adjustment layers, filters, black boxes with inputs, or have custom behavior like bringing over input maps that you can then paint on (strength maps to drive node behavior), stuff like that.
As a more technical artist, if I can leverage Substance Designer to make substances that function as tools that can be brought into painter and used super easily, or made part of a library so artists can mix and match really easily - that sound really useful. I want to make it so that artists can leverage my technical work really simply and quickly, and I can't help but think that Painter is the right path to do that.
Artists need an easy way to bake mesh/maps and make them into a package of inputs that all layers can find/use without extra work. Substances (from designer) should be able to be used as adjustment layers, filters, black boxes with inputs, or have custom behavior like bringing over input maps that you can then paint on (strength maps to drive node behavior), stuff like that.
I just came out of a heated meeting on that very subject
This is definitely where we want to bring Substance Painter in the coming months.
Does your mesh to have uvs and a high poly count to work on nicely in painter? Like zbrush or can you paint on low poly meshes without restraints in resolution?
And is it better to get the indie license or the steam license?
Yes, the Steam license allows you to use Painter wherever you connect to your Steam account, but buying from us directly will give you access to a Steam key also, so it really is the same thing in the end.
Yes, the Steam license allows you to use Painter wherever you connect to your Steam account, but buying from us directly will give you access to a Steam key also, so it really is the same thing in the end.
I bought recently painter via your website and just linked my steam account to my allegorithmic account. The allegorithmic account now shows I purchased substance painter (yay!).
However, I don't seem to find where is the steam key you mention...
Question no. 2...
If I enter into my account to download substance painter, there does not appear to be a new build there... Same thing happens inside painter if I check for updates. So how does one get the new build?
There is no specific advantage, except perhaps the fact that you can use your Steam ID on any computer, meaning that you can use your Substance Painter Steam license on any computer (like a floating license). You also get automatic updates on Steam.
On the other hand, you need to have Steam running in the background and Valve is taking a 30% cut, haha.
Woah that's fantastic. I really hope more programs make use of floating licenses, it greatly reduces the problem of a studio not having/not wanting to pay an application you can't live without.
Edit: Any idea on when Substance Database will be updated to PBR materials?
Yes, actually all the stencil materials shipped by default do exactly that, they are multi-channel surfacemimic scans and paint on all channels at the same time.
I bought recently painter via your website and just linked my steam account to my allegorithmic account. The allegorithmic account now shows I purchased substance painter (yay!).
However, I don't seem to find where is the steam key you mention...
I'm in the same boat. Clicking the 'Get all apps licenses of your steam account' button doesn't seem to do anything either.
So, I checked again and finally the new build appeared in the allegorithmic account page. Had to download it without using firefox as that seems to corrupt the download. Installed. And, it reports that there is a newer version that is the previous build!
Nothing to worry about, it is a beta after all
Today we are introducing one more awesome feature: Seamless 2D painting!
I'm quite excited to know what you guys think about this one
Also, the next sprint just started and we are now working hard on bringing Multi-material support as well as Adjustment layers and Substance Effects in the next few weeks.
Replies
Yes it was late and I didn't realise they were also discounted separately. They have also offered me the 30 materials if I do buy everything else.
http://steamcommunity.com/app/273390/discussions/0/558749824447136130/
The material picker is already a massive improvement.
For those of you haven't tried them, the black/white layer masks are great. Jerc -when you go into Layer Mask Painting mode it's be great if there was an easier swatch for switching between black and white. Also, you could make it more obvious that you were painting Materials/Masks. The material thumbnail switching in grayscale is OK, but it's not the most obvious thing.
Ricks top tip of the day - create a nice paint effect by adding height to your paint material and leaving it at about 0.075.
*Shock* I bought Substance Designer LAST WEEK! I should have waited a bit longer!
Substance Designer was on sale on steam for $34 not too long ago.
Anyway, I'm having lots of fun with designer, so not everything is bad...
There is no material search?
Masking
Need to be able to enable/disable masks
Need to be able to import a mask from an image.
Need to be able to copy and paste masks from one material to another. Possible live linking of masks so that I make a change to the base mask and that updates the references.
Toying with the idea of multiple mask layers, so layer 1 is the base mask (possibly referenced) and the next layer mask is a modifier to that.
Need to make it much easier to know if a mask is active.
Copy a mask from a layer to a folder
Saving Tools/Materials/Brushes
The right click tools menu should be context sensitive - if you are in the material section the choice is to save Material. If you are in the Brush section the choice is to save brush.
If you are in the Materials window the right click menu should have "Save current material as new material"
If you right click on a Material there should be an option (with warning!) "Update this material with current material". This would help with the need to be able to edit an existing material without saving a new one and deleting the old.
Models
Please include the following meshes as standard:
1m cube
1m plane
1m sphere
1m cylinder
Copy those from Substance Designer.
I'd love to be able to have local lights as well as the IBL.
I find the PBR Quality and PBR Environment choices are the wrong way round in the UI. Maybe just me.
How to I create a stencil? How can I import these?
Importing a mesh normal doesn't feel like a good workflow. Instead you should just import images as usual and have the ability to assign an imported texture as the normal - you can already drag images from the library into brushes and fill layers, this functionality should be the same
Please include more materials!
The ability to convert the quick painted mask into a layer mask
The ability to convert a painted layer into a mask - since sometime you've painted a shape and most of the layer is empty.
Select a mask on one layer as an selection and then use that as a quick mask
There is no material search?
=> Not yet, we will add it as the material library grows.
Masking
Need to be able to enable/disable masks
Need to be able to import a mask from an image.
Need to be able to copy and paste masks from one material to another. Possible live linking of masks so that I make a change to the base mask and that updates the references.
Toying with the idea of multiple mask layers, so layer 1 is the base mask (possibly referenced) and the next layer mask is a modifier to that.
Need to make it much easier to know if a mask is active.
Copy a mask from a layer to a folder
=> All of these are interesting, the first 2 should be there pretty soon.
Saving Tools/Materials/Brushes
The right click tools menu should be context sensitive - if you are in the material section the choice is to save Material. If you are in the Brush section the choice is to save brush.
If you are in the Materials window the right click menu should have "Save current material as new material"
=> Interesting ideas indeed.
If you right click on a Material there should be an option (with warning!) "Update this material with current material". This would help with the need to be able to edit an existing material without saving a new one and deleting the old.
=> Yes, we need that option.
Models
Please include the following meshes as standard:
1m cube
1m plane
1m sphere
1m cylinder
Copy those from Substance Designer.
=> Yup, at least the cube/plane for texturing environment tiling stuff.
I'd love to be able to have local lights as well as the IBL.
I find the PBR Quality and PBR Environment choices are the wrong way round in the UI. Maybe just me.
=> Big improvements to the viewport are coming very soon.
How to I create a stencil? How can I import these?
=> To create a stencil, switch to the stencil tool and save your material. Any material can be used as a stencil when in Stencil mode.
Importing a mesh normal doesn't feel like a good workflow. Instead you should just import images as usual and have the ability to assign an imported texture as the normal - you can already drag images from the library into brushes and fill layers, this functionality should be the same
=> Agreed
Please include more materials!
=> We are currently building a library of over 100 tweakable materials.
I picked up B2M anyways since its on sale for about $25 on steam. Now that it can be used commercially, I would recommend grabbing it anyway. I was actually surprised at how fast you can pump out different maps, even if you take into painter or designer afterwards.
Extremely useful, saves a lot more time in the process.
The sale on Steam is actually over, but it's still the case directly on Allegorithmic's Website for a few more days
edit: OK, a got a simple workaround. Just hold the brush in place for 0.5 sec, with any pressure, then paint the stroke.
What's the advantage of buying the software on Steam as oppose to buying it off your website?
There is no specific advantage, except perhaps the fact that you can use your Steam ID on any computer, meaning that you can use your Substance Painter Steam license on any computer (like a floating license). You also get automatic updates on Steam.
On the other hand, you need to have Steam running in the background and Valve is taking a 30% cut, haha.
I love the whole floating license thing.
Any idea when the next Steam sale is happening?
No specific sale planned at the moment BUT Substance Painter is currently at -50% during beta and I wouldn't bet on higher discount, even during the Steam Sales
Cool.
Do I get all the updates and a floating license if I buy off the Allogrithmic website?
(I'm looking at the Indy pack)
Edit: Sorry, saw the info on the website. :poly142:
One thing has been giving me trouble though - I can't get Substance Painter to respond properly to pressure on my Wacom tablet. I made sure the little buttons next to Size and Flow were set properly (they were by default) and my tablet is working fine in other applications (e.g. ZBrush, Photoshop), and the program can detect strokes/clicks from the tablet just fine, but I just can't seem to get SP to respond at all to the pressure sensitivity.
Not sure if I'm missing something? The model is a Bamboo that I got several years back (around 2008 or 2009 or so). Would appreciate some help figuring this out.
I have 2008 Wacom Bamboo model and everything works fine for me.
Did you use this option and one of basic brushes, not physics-based?
I guess it's good to hear someone with the same model can get the pressure sensitivity to work, but it's odd that I can't... not sure what else could be going wrong.
While my Wacom drivers do appear to be pretty old, attempting to update them simply results in a message saying that I have the best possible driver available. Not sure if there's a driver out there that I'd have to manually install or something.
Went ahead and bought the program -- I'm already impressed, and I can't wait to see how you guys continue to develop it further.
Artists need an easy way to bake mesh/maps and make them into a package of inputs that all layers can find/use without extra work. Substances (from designer) should be able to be used as adjustment layers, filters, black boxes with inputs, or have custom behavior like bringing over input maps that you can then paint on (strength maps to drive node behavior), stuff like that.
As a more technical artist, if I can leverage Substance Designer to make substances that function as tools that can be brought into painter and used super easily, or made part of a library so artists can mix and match really easily - that sound really useful. I want to make it so that artists can leverage my technical work really simply and quickly, and I can't help but think that Painter is the right path to do that.
This is definitely where we want to bring Substance Painter in the coming months.
Main changes include:
The Material Color Picker preview is pretty cool
Also, Gee Yeung, from Dreamworks, shows some Painter action for visual development work over here.
And is it better to get the indie license or the steam license?
The polycount doesn't matter, you can paint on very low poly meshes with a very good precision contrary to Mudbox or ZBrush.
And why isn't there a stickied painter thread?
I bought recently painter via your website and just linked my steam account to my allegorithmic account. The allegorithmic account now shows I purchased substance painter (yay!).
However, I don't seem to find where is the steam key you mention...
Question no. 2...
If I enter into my account to download substance painter, there does not appear to be a new build there... Same thing happens inside painter if I check for updates. So how does one get the new build?
Cheers
I'm guessing the update will start downloading as soon as they propagate to the steam servers. awesome :poly124:
Woah that's fantastic. I really hope more programs make use of floating licenses, it greatly reduces the problem of a studio not having/not wanting to pay an application you can't live without.
Edit: Any idea on when Substance Database will be updated to PBR materials?
I'm in the same boat. Clicking the 'Get all apps licenses of your steam account' button doesn't seem to do anything either.
Nothing to worry about, it is a beta after all
Today we are introducing one more awesome feature: Seamless 2D painting!
I'm quite excited to know what you guys think about this one
Also, the next sprint just started and we are now working hard on bringing Multi-material support as well as Adjustment layers and Substance Effects in the next few weeks.
[ame="http://www.youtube.com/watch?v=hPJWU-732-0&list=UU-toy9WMImypmLAiU9h_SzQ"]Substance Painter: Seamless 2D painting tools and next-gen 2D/3D view - YouTube[/ame]
I did a quick walkthrough video of the new features:
[ame="http://www.youtube.com/watch?v=-fpW9C5il_U&list=UU-toy9WMImypmLAiU9h_SzQ"]Substance Painter Beta 3 walkthrough: seamless 2D painting tools and next-gen 2D & 3D view - YouTube[/ame]