This new release comes with an updated baking interface, plugin support for custom tangent basis (mikkt is now available in the preferences) and tons of useful tweaks and fixes!
Main Changes
[Bakers] Common Settings
[Bakers] custom tangent basis plugins
[Bakers] Dilation radius option
[Bakers] Multi High poly meshes baking
[Bakers] Add an option to change how Ambient Occlusion is attenuated with distance (use Linear to get XNormal like results)
[Bakers] Expose the Spread angle for the AO from mesh and Bent normals bakers
[Bakers] Set the default bake names in the preference
[Bakers] Automaticaly close the dialog box when double clicking on a resource in the resource dialog selection
[Bakers] Add possibility to add custom Bake Name macros in preferences
[Bakers] Tooltips and parameters order adjustments
Add "basecolor" usage. Replaces the Diffuse usage when using the Metalness workflow to fit with UE4 naming convention.
[Preferences] Set the default resources path to .exe path
[Preferences] version control settings adjustments
[Preferences] Split the settings into two files / solution settings
[Graph] Use the first plugged or first visible output to generate node thumbnail
[Graph] Change the node instance color in case it belongs to a sbsar file
[Library] Assign filters to project
[Library] Use alias if possible for filter icons
[Projects] Store watched Path and Aliases in relative to the project file
[Explorer] Display warning in explorer when resource has invalid linked file
Auto reload sbsar files
Don't use the registry key "installDir" in SD to detect where SD is installed
This new release introduces a new licensing system that should solve most issues people had with the old system. You can now install SD on new computers without having to deactivate previous installs.
It also adds 2 new Bakers and a bunch of bug fixes.
Main Changes
New license system
[3D View] Setting wrapping mode per sampler in glslfx
[3D View] Use "F" to focus on the object
[3D View] Add specular level channel for dielectrics in metal/rough PBR shader
[3D View] Set the save image shortcut to alt+S instead of ctrl+S (same for copy Viewport alt+c)
[3D View] Change default background color
[Bakers] New Thickness baker
[Bakers] New Opacity Mask baker
[Graph] duplicate a link from an input pin using ctrl+click (cmd click on mac)
[Graph] Store the output export path per graph
[Functions] Do not create getfloat node when creating a new input
Bug Fixes
[Parameters] Clicking and dragging on parameter slider does not set value to 0.
[Parameters] pinned parameter tab gets overridden
[Parameters] Alpha value is set to 1 when picking a color in the color widget
[Parameters] FloatX with Sbsar display wrong values in the UI
[Parameters] create/delete input hides the + button
[Parameters] Crash when deleting a function input
[Graph] Can't plug overlay node when using compact link mode
[Graph] Can't "Export all as Bitmaps" when the destination directory does not exist
[Graph] set "display connectors name" on by default
[Bakers] Can't use a psd layer as normal map resource
[Bakers] Selected material IDs not saved in Bake model information
[Bakers] Export path is saved as absolute
[Library] Potential random crash when browser large amount of items
[Library] folders with name containing "resources" are ignored
[Functions] Can't drag&drop a function onto a frame
[Functions] Duplicating a node gives an incorrect comment position
[Engine] SSE does not support opacity greater than 1 for image input in fx-map
Indeed, it seems 4.6.1 is not yet available on the Indie licensees account page, we are working on it
In the meantime you can download it though the general downloads page.
Known issue:
• [Windows 8] Drag and drop doesn't work at first launch. Restart SD should solve it.
Changes:
• [Library] Add normal control in material_adjustment_blend
• [Library] Add blending option for normal in material_color_blend
• [Ui] Upgrade to Qt 5.4.1
Fixes:
• [Crash] OSX 10.9 and 10.10 in FreeImage
• [Crash] When opening a fbx file that contains elements without any vertices
• [Graph] Drag and Drop issues
• [Graph] Clear cache shortcut is broken
• [Graph] TGA appears black/transparent in SD
• [Library] TriPlanar Grayscale normal input wrong
• [Library] Edge detect node does not work properly with cpu engine
• [Parameters] Slider range incorrect for float2/3/4
• [Parameters] Doing "Expose Parameters" twice crashes Designer
• [Console] Is not resized correctly
• [Console] Duplication in channel list: View3D and 3DView
• [3DView] Parameters order defined in glslfx are not preserved in the GUI
• [Explorer] Crash when refreshing missing textures on the disk
• [Function] Change value and edit leads to crash
• [Baker] Crash when opening the baking window on a missing 3d ressource
• [PSD] Psdparse crash (missing MSVCR120.dll)
• [About window] Missing line break with Steam version
• [Sbs] Unused new engine features in sbs
• [Sbsar] New features not supported when used in SD
• [Ui] Progress bar doesn't clear once finished after an export with dependencies
• vcomp100.dll not found when launching SD on a freshly installed Windows 7
Previous Changes in 5.0
Changes:
• [Export] discard Alpha channel for TGA and BMP when it is full opaque
• [3d View] Set the PBR shader by default
• [2D View] Switch to view image as alpha premultiplied
• [Parameters] Size: Add a Width/Height lock / display values in dropdown lists
• [Dependencies] New dependency manager
• [Dependencies] display/find the node instance corresponding to a dependency
• [Dependency] Open a dependency package in the package explorer
• [Engine] Blend: support Opacity parameter when a mask is used
• [Engine] Blend: Add new blending modes (overlay, screen, softlight, divide)
• [Engine] Blend: support straight alpha blending
• [Egnine] New Dynamic Gradient node
• [Engine] New Distance node
• [Engine] New Pixel Processor node
• [Engine] Fxmap: support dynamic function for input images
• [Engine] Function Sampler: support bilinear sampling
• [Engine] Fxmap: support bilinear/nearest filtering for input images
• [Engine] Fxmap: support Straight/Premultiplied input image alpha
• [Bakers] Add an option to match geometry by mesh name between low and high def meshes
• [Templates] Create a template substance for Substance Painter
• [Bakers] New Texture Map from mesh baker
• [Graph] Add a "compatibility check" to highlight nodes that are not compatible with previous engine
• [UI] Help menu adjustments
• [Preferences] set Mikkt tangent space plugin the default one (reset to default in the preferences if SD4 is installed)
• [Library] Add new hdr maps
• New Substance from Template
• Switch to Qt5
• Update License System to SD5
Fixes:
• [Mac Only] Color picker problem with retina display
• [Mac Only] Drag'n'drop on the 3D view on Mac OS also rotate the view
• [Bakers] Baking a map without an output folder produce an empty texture
• [Graph] Docked nodes in frame move in a strange way
• [Parameters] Custom library path are not loaded from sbsprj files
• [3D View] CTRL+R to reload all shader also trigger the reset of the 3D View
• [3D View] Env. Mipmap height uniform switch to default when loading shader
• [3D View] PBR shader : Diffuse vs baseColor typo
• [Library] Non-recursive library path break linked textures in packages
• [Library] Environment Maps doesn't display .hdr
• [Explorer] "Copy/Paste" on the substance shouldn't be possible
• [Explorer] Right click "Paste" option still available on a graph
• [Function] tooltip of the sampler is wrong
• [Graph] In compact mode, instances don't show all the link names when they are expanded automatically to add a greyscale converter
Not sure if its alright to post bug reports here. Delete this if not, please.
I'm noticing I can not import substances made in SD 5.0.2 containing the "Edge Detect" or "Distance" nodes into Unity 5.0.0f4.
I'm not sure if this is some kind of user error, SD's fault, or Unity's fault. I haven't ever had an issue trying to import substances into Unity in the past and Substances made without these nodes seem to import just fine in both current versions.
If you find a fix or notice I'm doing anything wrong, I'd love to know.
Thank you!
Changes:
• [Preferences][Bakers] Add an option to compute tbn by vertex or by pixel to match UE4
• [Library] Use bilinear filtering for thumbnails
• [Bakers] Allow the window to be downscale to less than 800px height
• [3DView] Equalize environment map exposure / normalize rotation to get consistent lightning
• Name application shortcut with major version
Fixes:
• [Graph] Crash when deleting some ghost nodes
• [Graph] docked node stay docked when duplicating node
• [Graph] Crash when deleting nodes
• [Graph] Export outputs settings are not stored per graph
• [Graph] Invalid node docking state when deleting node
• [Bakers] Errors are not displayed in a dialog box anymore
• [Bakers] Missing resource is not displayed as missing in the baking window
• [Publishing] failed window shouldn't be editable
• [Publishing] Sbsar Incorrect result
• [3D View] Multi-materials from updated FBX meshes are not properly reloaded
• [3D View] Diffuse SH can produce negative values in some cases in PBR shaders
• [2D View] Displayed bit depth for resource images is always 8 bpc
• [Parameters] Parameters are not always displayed in the graph properties
• [Menu] "Export log File.." action don't manage to locate the log.txt file
• [Batchtools] Sbsmutator error
• [Explorer] Loading packages keep the highlight
• [Properties] Crash when clearing a function on an enum parameter
• [Preferences] Mikkt tangent space plugin is not set to default in user_project
• [Evaluation/Activation] Cannot evaluate/activate online on Windows
• Computing status bar moves the interface when refreshing
• Launch multiple SD at the same time
• Update Player URL when .exe is not found
• File modification on disk not detected correctly
If you bake a normal map into a 8bit format (tga for instance) it gets dithered.
If you have a 16Bit normal map in the graph, save the node as bitmap into a 8bit file, it gets dithered.
There's always all this talk about the space bar for bringing up the node list, but nobody ever gives any love to the good ol' right click. Am I the only one who uses that?
I'm with you Swarm, I use the right click to add nodes, never space bar - probably a habit I acquired from editing UE4 blueprint graphs so much (they have a node search at the top of their right click menu). I was excited for the node search in SD5.1, but then mildly disappointed that it was only added to the space bar and not also to the right click. Now I'm training my muscle memory to get used to space bar, because that node search is too helpful to miss out on.
Wes will probably make a tutorial on that but here is how it works:
Let's say the suffix are _low and _high
So meshes from both low and high will match according to the name before the suffix.
Example:
body_low matches with body_high
head_low matches with head_high
Now, anything after the suffix is ignored. Following the same example
body_low matches with body_high_part1, body_high_part2
head_low matches with head_low-glasses, head_lowdetail, head_lowwhatever
No matter what you put after the suffix, it's ignored. So it allows you to keep object separeted while still make sure they match with specific parts of the low.
Wes will probably make a tutorial on that but here is how it works:
Let's say the suffix are _low and _high
So meshes from both low and high will match according to the name before the suffix.
Example:
body_low matches with body_high
head_low matches with head_high
Now, anything after the suffix is ignored. Following the same example
body_low matches with body_high_part1, body_high_part2
head_low matches with head_low-glasses, head_lowdetail, head_lowwhatever
No matter what you put after the suffix, it's ignored. So it allows you to keep object separeted while still make sure they match with specific parts of the low.
Cool, this was discussed on a feature request thread over at the allegorithmic forums, just wanted to confirm.
No matter what you put after the suffix, it's ignored. So it allows you to keep object separeted while still make sure they match with specific parts of the low.
So does this mean that we can bake meshes without exploding them?
So does this mean that we can bake meshes without exploding them?
Yup, match by name option enabled this in 5.0, but it was only 1:1 where a low poly could only have a single corresponding high poly but now a low poly can have many corresponding high poly meshes.
He guys did you purposely make it so that when you drag more than one node into the graph the two stack on top of each other? The old function worked better imo where holding shift would prevent the connection but also keep the nodes in different locations:
Here's currently what happens:
Thanks for the great work. Just thought I'd ask if this was an intended result.
Basically the regular way it just transfers the value of the pixels which for a tangent space normal map wouldn't work because the orientation of the UVs could be different.
Right, I was just asking because the wording sounded like that baker didn't already transfer regular textures across UVs. Confusing at first because I've done that plenty of times with it. Thanks for the clarification!
Replies
SD 4.4.1
Main Changes
SD 4.5.0
This new release comes with an updated baking interface, plugin support for custom tangent basis (mikkt is now available in the preferences) and tons of useful tweaks and fixes!
Main Changes
SD 4.5.1
We just released a hotfix for SD 4.5:
SD 4.5.2
Main Changes
- [Library] Added Tile Random, Tile Sampler, Scratches generators / Curvature Smooth, Mask Builder filters
- [3D View] Support more than 8 Samplers in shaders on MacOSX
- [3D View] Store default shader in the project files
- [3D View] Make the "Default" Material's shader reset to the default shader when clicking on the "Reset All" action
- [3D View] Add emissive to PBR shaders
- [3D View] Add tiling to PBR shaders
- [Bakers] Allow to disable the diffusion around the bakes and replace it with a neutral color
- [Bakers] Add bias (Min Occluder Distance) for secondary rays (AO and Bent Normals)
- [Bakers] Add "Ignore backface triangles" options
- [Explorer] Add warning when a data contains links with unknown Aliases
- [Preferences] Add button to rebuild the database of the Library
- [Preferences] Remove uncleaned paths from user_project
- [Preferences] Add Japanese language
- Add a feedback link in the help menu
- New "News" component
Bug FixesFull changelist
This new release introduces a new licensing system that should solve most issues people had with the old system. You can now install SD on new computers without having to deactivate previous installs.
It also adds 2 new Bakers and a bunch of bug fixes.
Main Changes
Bug Fixes
SD 4.6
Tiny baby hotfix update with a bunch of bug fixes:
I go to my account and I only see substance_designer_4_6_0_build_14891.exe
Is the gem hidden in the mix? Scavenger hunt?
Cheers,
~Tung
In the meantime you can download it though the general downloads page.
Note: the embedded "new version" checker has some technical problems, it won't appear when you launch SD as usual.
SD 4.6.2
Main Changes
- [Library] Added PBR utilities nodes (BaseColor/Metallic Validate, Dieletric F0, Metal reflectance)
Bug FixesSD 5.0.2
Known issue:
• [Windows 8] Drag and drop doesn't work at first launch. Restart SD should solve it.
Changes:
• [Library] Add normal control in material_adjustment_blend
• [Library] Add blending option for normal in material_color_blend
• [Ui] Upgrade to Qt 5.4.1
Fixes:
• [Crash] OSX 10.9 and 10.10 in FreeImage
• [Crash] When opening a fbx file that contains elements without any vertices
• [Graph] Drag and Drop issues
• [Graph] Clear cache shortcut is broken
• [Graph] TGA appears black/transparent in SD
• [Library] TriPlanar Grayscale normal input wrong
• [Library] Edge detect node does not work properly with cpu engine
• [Parameters] Slider range incorrect for float2/3/4
• [Parameters] Doing "Expose Parameters" twice crashes Designer
• [Console] Is not resized correctly
• [Console] Duplication in channel list: View3D and 3DView
• [3DView] Parameters order defined in glslfx are not preserved in the GUI
• [Explorer] Crash when refreshing missing textures on the disk
• [Function] Change value and edit leads to crash
• [Baker] Crash when opening the baking window on a missing 3d ressource
• [PSD] Psdparse crash (missing MSVCR120.dll)
• [About window] Missing line break with Steam version
• [Sbs] Unused new engine features in sbs
• [Sbsar] New features not supported when used in SD
• [Ui] Progress bar doesn't clear once finished after an export with dependencies
• vcomp100.dll not found when launching SD on a freshly installed Windows 7
Previous Changes in 5.0
Changes:
• [Export] discard Alpha channel for TGA and BMP when it is full opaque
• [3d View] Set the PBR shader by default
• [2D View] Switch to view image as alpha premultiplied
• [Parameters] Size: Add a Width/Height lock / display values in dropdown lists
• [Dependencies] New dependency manager
• [Dependencies] display/find the node instance corresponding to a dependency
• [Dependency] Open a dependency package in the package explorer
• [Engine] Blend: support Opacity parameter when a mask is used
• [Engine] Blend: Add new blending modes (overlay, screen, softlight, divide)
• [Engine] Blend: support straight alpha blending
• [Egnine] New Dynamic Gradient node
• [Engine] New Distance node
• [Engine] New Pixel Processor node
• [Engine] Fxmap: support dynamic function for input images
• [Engine] Function Sampler: support bilinear sampling
• [Engine] Fxmap: support bilinear/nearest filtering for input images
• [Engine] Fxmap: support Straight/Premultiplied input image alpha
• [Bakers] Add an option to match geometry by mesh name between low and high def meshes
• [Templates] Create a template substance for Substance Painter
• [Bakers] New Texture Map from mesh baker
• [Graph] Add a "compatibility check" to highlight nodes that are not compatible with previous engine
• [UI] Help menu adjustments
• [Preferences] set Mikkt tangent space plugin the default one (reset to default in the preferences if SD4 is installed)
• [Library] Add new hdr maps
• New Substance from Template
• Switch to Qt5
• Update License System to SD5
Fixes:
• [Mac Only] Color picker problem with retina display
• [Mac Only] Drag'n'drop on the 3D view on Mac OS also rotate the view
• [Bakers] Baking a map without an output folder produce an empty texture
• [Graph] Docked nodes in frame move in a strange way
• [Parameters] Custom library path are not loaded from sbsprj files
• [3D View] CTRL+R to reload all shader also trigger the reset of the 3D View
• [3D View] Env. Mipmap height uniform switch to default when loading shader
• [3D View] PBR shader : Diffuse vs baseColor typo
• [Library] Non-recursive library path break linked textures in packages
• [Library] Environment Maps doesn't display .hdr
• [Explorer] "Copy/Paste" on the substance shouldn't be possible
• [Explorer] Right click "Paste" option still available on a graph
• [Function] tooltip of the sampler is wrong
• [Graph] In compact mode, instances don't show all the link names when they are expanded automatically to add a greyscale converter
I'm noticing I can not import substances made in SD 5.0.2 containing the "Edge Detect" or "Distance" nodes into Unity 5.0.0f4.
I'm not sure if this is some kind of user error, SD's fault, or Unity's fault. I haven't ever had an issue trying to import substances into Unity in the past and Substances made without these nodes seem to import just fine in both current versions.
If you find a fix or notice I'm doing anything wrong, I'd love to know.
Thank you!
SD 5.0.3
Changes:
• [Preferences][Bakers] Add an option to compute tbn by vertex or by pixel to match UE4
• [Library] Use bilinear filtering for thumbnails
• [Bakers] Allow the window to be downscale to less than 800px height
• [3DView] Equalize environment map exposure / normalize rotation to get consistent lightning
• Name application shortcut with major version
Fixes:
• [Graph] Crash when deleting some ghost nodes
• [Graph] docked node stay docked when duplicating node
• [Graph] Crash when deleting nodes
• [Graph] Export outputs settings are not stored per graph
• [Graph] Invalid node docking state when deleting node
• [Bakers] Errors are not displayed in a dialog box anymore
• [Bakers] Missing resource is not displayed as missing in the baking window
• [Publishing] failed window shouldn't be editable
• [Publishing] Sbsar Incorrect result
• [3D View] Multi-materials from updated FBX meshes are not properly reloaded
• [3D View] Diffuse SH can produce negative values in some cases in PBR shaders
• [2D View] Displayed bit depth for resource images is always 8 bpc
• [Parameters] Parameters are not always displayed in the graph properties
• [Menu] "Export log File.." action don't manage to locate the log.txt file
• [Batchtools] Sbsmutator error
• [Explorer] Loading packages keep the highlight
• [Properties] Crash when clearing a function on an enum parameter
• [Preferences] Mikkt tangent space plugin is not set to default in user_project
• [Evaluation/Activation] Cannot evaluate/activate online on Windows
• Computing status bar moves the interface when refreshing
• Launch multiple SD at the same time
• Update Player URL when .exe is not found
• File modification on disk not detected correctly
Oooooh thank you!
So glad this got fixed, it got on my nerves quickly.
SD 5.1.0
New features:
- [Graph] Search/Display content from the library through space bar menu
- [Graph] Display/open newly created node
- [Graph] link redirection (alt+shift)
- [Graph] select node parents
- [Graph] Swap 2 links (X)
- [Graph] Insert node over a link using drag and drop
- [Graph] Create graph from a node selection
- [Graph] Delete link when using Alt + LMB on a node pin
- [Graph] Don't connect new node to previous using Shift
- [Graph] Add a toolbar for base filters
- [Graph] Improve grid (snapping and resolution)
- [Graph] Move the Comment/Frame/Pin to right click menu
- [Graph] Create node over a selected link
- [Graph] Add icons to function items
- [Graph] Change pin colors in function graph
- [Graph] Use shift to disable node auto connection
- [Graph] Make the selected link drawn over the other links
- [Graph] Add icons to Fxmap nodes
- [Graph] Add a switch to draw curved or rectangular links
- [Function] Make the different vector type more distinct in function graph (pin/link colors)
- [Functions] add icons on nodes and display values for constant / set / get
- [Functions] Add colors to node title
- [Function] Improve performances for function evaluation (use SSE generated code)
- [Function] Display warning if Set/Get node is empty
- [Bakers][Graph] Dither bitmap when converting to 8bpc
- [Bakers] Average vertex normals in OBJ file if the mesh doesn't contain any
- [Bakers] Match by name: use suffix as separator
- [Parameters] Add option to switch between RGB and HSV on color widget
- [Parameters] Add eye dropper button in color widget
- [Library] Add a category for base content (compositing nodes, fxmap, function..)
- [2D View] Info: add display in [0, 1] range and HSV
- [3D view] Add mipmap support for the environment
- [Dependencies] Clean unused dependencies with updater
- [Updater] Do not save packages automatically
Fixes:amazing update guys!
Curious:
[Bakers][Graph] Dither bitmap when converting to 8bpc
Is this for when you downsample a 16bpc normal map or for converting a 16bpc height map using the normal node?
If you have a 16Bit normal map in the graph, save the node as bitmap into a 8bit file, it gets dithered.
Do we do anything to enable this, if not could we get the syntax for using this.
Let's say the suffix are _low and _high
So meshes from both low and high will match according to the name before the suffix.
Example:
body_low matches with body_high
head_low matches with head_high
Now, anything after the suffix is ignored. Following the same example
body_low matches with body_high_part1, body_high_part2
head_low matches with head_low-glasses, head_lowdetail, head_lowwhatever
No matter what you put after the suffix, it's ignored. So it allows you to keep object separeted while still make sure they match with specific parts of the low.
SD 5.1.1
Changes:
Fixes:
So does this mean that we can bake meshes without exploding them?
Yup, match by name option enabled this in 5.0, but it was only 1:1 where a low poly could only have a single corresponding high poly but now a low poly can have many corresponding high poly meshes.
Here's currently what happens:
Thanks for the great work. Just thought I'd ask if this was an intended result.
SD 5.2.0
Changes:
Fixes:
SD 5.2.1
Fixes:
SD 5.2.5
Fixes:
Changes:
SD 5.3
Substance 5.3 is here, and with it, the integration of NVidia IRay for ultra realisitic preview and renders straight in the viewport!http://www.youtube.com/watch?v=XLNd1PKCTe0
Main Changes
Bug Fixes
SD 5.3.1
This new build brings the most bug fixes in a Substance Designer release ever!Main Changes
Bug Fixes
SD 5.3.2
Main ChangesBug Fixes
SD 5.3.3
Main ChangesBug Fixes
SD 5.4.0
Main ChangesBug Fixes
A few video tutorials covering the new features:
Artstation Export
http://www.youtube.com/watch?v=ZEIKGWZSaQY
Scripting callbacks
http://www.youtube.com/watch?v=jSbHu_zfVac
New Bakers
http://www.youtube.com/watch?v=ykOmF9iCm_w
Can someone explain what the addition to transfer texture is? Did it not already do that (ignoring normal maps)?
Biggest thing is that allows you to project your normal maps to a mesh with different UVs.
They talk about it in this thread
http://polycount.com/discussion/102128/baking-normal-map-from-one-uv-to-another
Basically the regular way it just transfers the value of the pixels which for a tangent space normal map wouldn't work because the orientation of the UVs could be different.
Yes, all the new baker options will eventually make it to Painter. There is more new baking stuff coming to SD too in the near future!