Justo be caveman. Justo do not understand if MDL be important for game art.
I still haven't sat through the videos though, maybe that'll clear it up. Thank you for posting this with videos, as usual. That new curvature baker sounds interesting!
MDL is not that interesting for game art... yet. It's mostly aimed at people working with offline renderers at the moment, but the format is gaining momentum, being supported by Iray of course but also Vray, Redshift, Octane and Adobe.
I was watching the Gnome video and at 34 mins into the video they show the results in iray and i couldn't catch how they achieved to switch from iray to opengl. http://www.cgchannel.com/2016/08/allegorithmic-previews-substance-designer-5-5/ My render package doesn't support iray and i love the quality of the materials, though i don`t understand how he reproduced the same material with openGL. I also downloaded the file from substance share on "Basics of creating an MDL in Substance Designer" and noticed i could successfully produce the Sbsar file. Been searching everywhere and cannot find the info.
It will once we release an updated version of the batch tools (which will also be compatible with Linux).
Cool A request for the updated batch tools: Can you guys make it so you only need to load the meshes once instead of loading it every time for each map you bake.
Since 5.5 update baking normal maps with matching by "mesh name" option results in black maps. I'm using FBX 2013 from Modo 901. Guess I'll be baking my stuff in Substance Painter for a while =/
Anyone else getting a lot more crashes since 5.5? I get them mostly when i save a Substance (not always but like every 10-15 saves). Also had a crash today when i changed the order of some outputs. Another thing is that disabling the sky dome doesn't work for me anymore. Pretty sure it worked the first day tho.
We are working on a 5.5.1 that should fix shortly all the issues you guys mentioned.
To be honest, I'm really surprised you guys didn't released so far a basic/standalone Windows/Linux GUI for the batching tools. I'm sure there are loads of users who are not using 3DS Max or Maya. Is it so hard? Is it such a request so hard to implement? Most of your users are artists, not coders/scripting guys. Are there any pitfalls for such an approach? I`ll be really grateful for such standalone Batching Tools GUI implementation, and I'm sure with me, many others will be really happy too.
The reason for not having a GUI on the batch tools is that it would require some development and support on our end. Unfortunately we don't have enough time to dedicate for it.
I really appreciate your fast answer, but it's disappointing. What support do you need to offer for the GUI? We`re talking about batching in windows. What about a proper tutorial how to use all the batching options and create a batch file? I`m sure somewhere between 50-70% of the artists using substance don`t know how to use the batching tools. Especially since Painter is out. Maybe a decent batching approach for Painter? Why on earth are you mentioning it as a feature for 5.5? Have to say, MARKETING nowadays, it became a real science.
Since 5.5 update baking normal maps with matching by "mesh name" option results in black maps. I'm using FBX 2013 from Modo 901. Guess I'll be baking my stuff in Substance Painter for a while =/
Hi Allego guys, didn't see anything about the Mesh by Name in the log. Was this issue fixed in 5.5.1? This also happened to me, unfortunately.
My brain can't handle this update. It just can't. There's too much amazing going on with it. The functions and math running some of these nodes has to be nuts. Thank you again for being awesome. It may be a ways off but I can't comprehend the possibilities of what SD6 will do.
I'm having some issues at work and at home with the displacement. I usually use 0.5 as a good midrange value for the height. However since I updated to 5.6 it's displacing way too much. Here's what's happening: https://streamable.com/eaqxk
As you can see the heightmap isn't nearly that crazy. Something is definitely wrong here. I appreciate any help.
Yes, we've done some scaling uniformisation between the different primitives and it seems the size of the default scenes is very small in 5.6, resulting in strong displacement and large light widgets. It will be fixed asap in a coming hotfix.
Substance Designer 6 comes with a plethora of new tools such as a Curve node, Text node, a whole suite of photogrammetry tools to clean up scans, remove lighting information, generate albedos and normals maps, make maps truly seamless with the new Auto Smart Tile node.
SD 6 also features new HDR color formats, allowing you to work on environment maps for example using the new environment map editor node or deal with negative color values.
The bakers have also been revamped and now support 8k and non square baking.
Changes:
[Content] Add new Shape effects (Glow, Drop shadow, Stroke)
[Content] Add Blue Noise (Fast approximation)
Content] Add new Adjustment filters (Clamp, Pow, HDR Range Viewer)
[Content] Add new Scan Processing filters
[MDL Graph] Create SBS Graph instance node preview
[MDL Graph] Allow to set the constructor 'material()' as Root Node
[MDL Graph] Manage the hidden flag on IRay parameter
[3D View] Disable Post Effects by default (to prevent crash on lowend gpu)
[3D View] Improve Texture management
[2D View] Interpret the physical size X/Y ratio
[2D View] Add the possibility to pan away from texture bounds
[Preferences] Add an option for the normal map filter default alpha option
[Preferences] Add an option to hide the Environment map in 3D View by default
[Preferences] Expose image format options
[Preferences] Display short help about the autosave
[Preferences] remove parameter MaxTextureSize located in the "3DView" preferences
[Preferences] Use tabs in Preferences/Project UI
[Preferences] Global preferences for DirectX/OpenGL
[Graph] Display Image pixel depth under the node
[Graph] Add an option to modify default parent size
[Gradient Node] Simplify Gradient Picker options
[Gradient node] add global adjustments for multiple selected keys
[Bakers] Add a cancel option during baking
[Bakers] Display loading message when the bitmap output is being encoded/written on disk
[Bakers] Bake by Material / "Texture Set"
[Bakers] 8k map baking
[Engine] Add log2 function
[Engine] instancing for GPU FX-maps
[Engine] 16f/32f bit depth compositing
[Engine] New Text Node
[Engine] New Curve Node
[Publish] Add an action "Export as previous" to republish the last selected package
Publish] Improve SBSAR generation when using high resolution bitmaps
[Publish] Warn user about non "relative to parent x1" graph setting when publishing or uploading on Share
[Properties] Add "Physical Size" attribute on SBS Graphs
[Parameters] Remove function actions on PKG Resource paths
[Parameters] Remove "Preview values changed" pop up
Fixes:
[Console] Clearing the console makes SD crash
[Export] Invalid dependencies after exporting a Package with PSD's Resources
Functions] It is possible to set a function as the output node even if not compatible
[Parameters] when converting grayscale to rgba, alpha should be 255
[Bakers] Can't disable automatic normalization for Height baker
[Engine] Critical synchronization issue
[Engine] Atan2(0, 0) makes the engine crash
[Mac][Iray] Photoreal Cluster render doesn't work on MacOS
[Mac] Opening SD by double clicking on a sbs does not send output to 3d view
[UI] Aesthetic issue in "Bakers from Mesh" Parameters
[UI] Detection area of Checkboxes is too wide in "Bakers from Mesh" Parameters
[3D View] point light 1 will not illuminate
[3D View] Invalid PSD File generated when saving render result of iray scene
[3D View] Yebis isn't reactivated after saving render
[3D View] random crash when closing the 3D View while a mesh loading is in progress
[3D View] IRay Material is not changed when the MDLGraph's root node change
[MDL Archive] Materials that are using a texture are not correctly managed
[MDL] Crash when Loading a MDL Graph Template two times
[MDL] Cannot export MDL module when using conditional operator with uniform boolean expose parameter
[MDL Graph] MDL Graph that uses material() constructor function as root are not rendered correctly in the 3D View
[MDL Graph] Crash when the current node displayed in property view is deleted
[Graph] empty tooltip displayed when graph description contains non printable characters
[Graph] Split Points do not support "Undo"
[Graph] Moving nodes while a splitpoint is selected will recompute the nodes
[Graph] Crash when switching from "Integer" to "Float" on a exposed parameter
[Graph] [In SSE2] Polygon's nodes doesn't displays shapes when the "Scale" parameter is in negative
[Graph] Memory usage grows up regulary each time right-click menu is open
Wow that came out of nowhere. Wanted a text node for ages. You know what else would be cool? The ability to bind nodes to hotkeys. Would make the most used nodes a lot faster to grab.
I didn't see the download link in my licenses page. Should I pay again to get this new version?
This is a major upgrade, yes. The upgrade is $75 for the Indie license, and we also have a special upgrade to Substance Live (which includes all our tools and Substance Source), where you only pay $9.90/month for 6 months if you already have a Substance Designer 5 license.
I didn't see the download link in my licenses page. Should I pay again to get this new version?
This is a major upgrade, yes. The upgrade is $75 for the Indie license, and we also have a special upgrade to Substance Live (which includes all our tools and Substance Source), where you only pay $9.90/month for 6 months if you already have a Substance Designer 5 license.
Fair enough. I've sent email to ask something too. Thanks, Jerc. Congratulation for the release.
Replies
SD 5.5.0
Changes:
Fixes:
MDL Tutorials:
http://www.youtube.com/watch?v=2_0_nYUri6w
http://www.youtube.com/watch?v=di7lq6_Whvw
New Getting Started Tutorials:
http://www.youtube.com/watch?v=NzKtubDsC9o
I still haven't sat through the videos though, maybe that'll clear it up. Thank you for posting this with videos, as usual. That new curvature baker sounds interesting!
It's mostly aimed at people working with offline renderers at the moment, but the format is gaining momentum, being supported by Iray of course but also Vray, Redshift, Octane and Adobe.
Is that in the Batch Tools as well?Is there a roadmap for future Designer releases, out of interest?
We don't have a public roadmap, we like to keep surprises !
A request for the updated batch tools: Can you guys make it so you only need to load the meshes once instead of loading it every time for each map you bake.
I can only pan left or right which is a bit awkward, I'm sure you could pan in any direction in the last version.
To be honest, I'm really surprised you guys didn't released so far a basic/standalone Windows/Linux GUI for the batching tools. I'm sure there are loads of users who are not using 3DS Max or Maya. Is it so hard? Is it such a request so hard to implement? Most of your users are artists, not coders/scripting guys. Are there any pitfalls for such an approach?
I`ll be really grateful for such standalone Batching Tools GUI implementation, and I'm sure with me, many others will be really happy too.
What about a proper tutorial how to use all the batching options and create a batch file? I`m sure somewhere between 50-70% of the artists using substance don`t know how to use the batching tools. Especially since Painter is out. Maybe a decent batching approach for Painter?
Why on earth are you mentioning it as a feature for 5.5?
Have to say, MARKETING nowadays, it became a real science.
SD 5.5.1
Changes:
Fixes:
SD 5.5.2
Changes:
Fixes:
SD 5.6.0
Changes:
Fixes:
Tutorials:
http://www.youtube.com/watch?v=mUndQtfBlLw
Did you remove the Shape node? Can't find it in 5.6.
As you can see the heightmap isn't nearly that crazy. Something is definitely wrong here. I appreciate any help.
SD 5.6.1
Changes:
Fixes:
SD 5.6.2
Fixes:
SD 6.0
Substance Designer 6 comes with a plethora of new tools such as a Curve node, Text node, a whole suite of photogrammetry tools to clean up scans, remove lighting information, generate albedos and normals maps, make maps truly seamless with the new Auto Smart Tile node.
SD 6 also features new HDR color formats, allowing you to work on environment maps for example using the new environment map editor node or deal with negative color values.
The bakers have also been revamped and now support 8k and non square baking.
Changes:
Fixes:
http://www.youtube.com/watch?v=vVta_LekQxY
Tutorials for the new features can be found on Substance Academy
You know what else would be cool? The ability to bind nodes to hotkeys. Would make the most used nodes a lot faster to grab.
This is a major upgrade, yes. The upgrade is $75 for the Indie license, and we also have a special upgrade to Substance Live (which includes all our tools and Substance Source), where you only pay $9.90/month for 6 months if you already have a Substance Designer 5 license.