Man this helps so much, and I was about to create a multi directional lighting normal generator myself, the cropping of non square images from a camera saves a step too, and is non destructive.
Plenty other cool stuff i'm looking forward to playing around with too.
I definitely want to upgrade to SD6, and I want to get the special upgrade to Substance Live, but my SD5 license is on Steam, can I switch over to using Allegorithmic's site instead? Also, just to be clear, I can get SD6 + Live/Source for $75 + $10 for only 6 months and that's it? It's not like a monthly subscription that I have to pay forever, similar to Photoshop Creative Cloud? Will you continue to get Source files after the 6 months?
I definitely want to upgrade to SD6, and I want to get the special upgrade to Substance Live, but my SD5 license is on Steam, can I switch over to using Allegorithmic's site instead? Also, just to be clear, I can get SD6 + Live/Source for $75 + $10 for only 6 months and that's it? It's not like a monthly subscription that I have to pay forever, similar to Photoshop Creative Cloud? Will you continue to get Source files after the 6 months?
I believe you can link your steam id and get a standalone key.
As for the Live/Source upgrade route I'm unclear on the specifics of that. I'm just going to do the regular upgrade myself.
You can indeed link your Steam account in your Allegorithmic account on the website to get a standalone license.
As for Live, it's an alternative to the $75 upgrade. It allows you to pay monthly instead and have access to all the latest Substance tools + Substance Source. You will be able to redeem a standalone license of SD6 after 8 months.
You only have access to Substance Source while you're doing the monthly payments, it's a service that's linked to Substance Live. if you stop, you will still have access to the materials you already downloaded but you won't have access to new ones.
SD6 is now MINE!! Muah ha ha ha ha! I'm preparing for Valentine's Day and check my email real quick and WHAT?! SD6 is available to purchase. A sneak attack of the best kind.
A few questions before I would try the demo. Could I expect something from those:
1. Noise patterns are easily scalable and being easily adaptable to non-square form factor like Filter forge ones? I mean not 2d transform but rather the scale of procedural details?
2. Is it possible to pack and use depth info and color within shared rgb values in 32 bit range . Depth in values beyond 0-1? And then extract them to output . Filter forge style too?
3. Photoshop things like crop image precisely to required form factor before output and "smart" objects all adjusting its resolution automatically without necessity to inspect all the node tree from the very roots?
4.Things being scaled around a center of transforms placed in a specific position?
5. Blender styled conveniences aka "M" node bypass, auto node connections, groups, context based auto gray-scale vs color recognition etc.?
Hey Jerc,
is there a grace period for those who redeemed a full version of SD 5.X in the past month ? Asking because i just receive an email thanking me for my purchase of SD 6.x without knowing is was out until receiving that email...
Regarding the command line/scripting aspect we updated Substance Batchtools to version 6. Here is the changelog :
Substance Batchtools 6.0
Fixed:
○ [Global] Use png format by default for image creation (instead of jpg) ○ [Global] Help need to be more explicit (we now use more specific information and provide more examples) ○ [Global] Error message still appear even if SD resources path is valid ○ [Sbsmutator] Crash with "--switch-to-constant" ○ [Sbsmutator] Error when connecting image inputs should be more explicit ○ [Sbsmutator] Does not expose parameter/outputs group ○ [Sbsbaker] Use powers of two for output size ("--output-size 10,11" now creates a 1024x2048 map)
Added:
○ [Global] Support SD6 new features (sbsrender now use the last version
of the engines, sbsmutator now use the new sbs file format and allows to
specify a graph physical size,etc.) ○ [Global] More flexible boolean parameters (for example "false" can also be specified using "0", "off" or "no") ○ [Sbsbaker] Baking resolution up to 8k ○ [Sbsbaker] Support non square ratio ○ [Sbsmutator] Support graph attributes editing (tags, author, author url, label, category, description, icon, user data, etc.) ○ [Sbsmutator] Add "export with dependencies" feature ○ [Sbsmutator] graph-parameters-editor is now more flexible (more similar
to "specialization"). You can now for example replace image inputs by
images ○ [Sbsmutator] New edit command (that gather all the possibles options between specialization and graph-parameters-editor) ○ [Sbsmutator] Have the possibility to remove outputs on a mutated sbs ○ [Sbsmutator] You can now specify several substance files to mutate (using "--inputs") ○ [Sbsmutator] Support absolute size with "--connect-image" ○ [Sbsmutator] Verbose/quiet modes added
Regarding the command line/scripting aspect we updated Substance Batchtools to version 6. Here is the changelog :
Substance Batchtools 6.0
(...)
Glad to hear about all the changes and fixes. Is it possible now to force 16 bit processing throughout the graph? Even if a .sbs graph root is set to 16bits, I'm getting a couple of issues:
Issue #1: - When 'specializing' a graph, the newly generated graph is always 8bits from start to end (including the main target graph node which was 16bits)
Issue #2 - Manually change the specialized graph from 8bits to 16bits and create a .sbsar - On Substance Player it looks fine, it's visible using 16bits. - Using sbsrender behave as if the whole hierarchy is in 8bits again (actually haven't tried using 'render' with .sbs instead of .sbsar).
All the phases for baking, specializing and output/rendering use PNG files. The bakers using Batchtools do work fine and bake in 16bits.
What gives it away is specially Triplanar projection or other position dependent or uv projection nodes since they require higher precision values.
Edit #1: My mistake, this can't be done. sbsrender only works with .sbsar files.
Issue #1: - When 'specializing' a graph, the newly generated graph is always 8bits from start to end (including the main target graph node which was 16bits)
If you specified absolute 16Bits in your base sbs, the specialized one should also use 16B for this node/what will be generated after it, even if the "specialized" one is set on 8B. Just to let you now we are synched : in an internal version we added a "--set-bit-depth" command in sbsmutator. Edit : We will also add a way to set it in sbsrender, however in this case it will only be regarding the output file format (not the substance computation). Not sure when it will be published (as we have several things to deal with regarding the Batchtools) but it will definitly be available in a future release.
Issue #2 - Manually change the specialized graph from 8bits to 16bits and create a .sbsar - On Substance Player it looks fine, it's visible using 16bits. - Using sbsrender behave as if the whole hierarchy is in 8bits again (actually haven't tried using 'render' with .sbs instead of .sbsar).
All the phases for baking, specializing and output/rendering use PNG files. The bakers using Batchtools do work fine and bake in 16bits.
What gives it away is specially Triplanar projection or other position dependent or uv projection nodes since they require higher precision values.
Edit #1: My mistake, this can't be done. sbsrender only works with .sbsar files.
It also relies on the connections you made in your sbs: the bit depth is in "relative to input" by default so you need to be sure you use the one from your graph. Using sbsrender (and a format that supports 16b) you should be able to get 16b (quickly tested again on my side). By opening you Substance in Designer 6, it can also be a good way to have a preview of the nodes bit depth (by looking at the info at the bottom of the nodes), it can help to see if there is a convertion at some point.
Regarding renders from sbs files, in Substance Designer the context is different (as it's the authoring tools we have more information/are able to compute or access some datas at the sbs level without having to cook the file), we don't use sbsrender, that's why you can only render sbsar files using sbsrender.
If you have more feedbacks (/want to discuss more about a specific point), feel free to create a dedicated post (this way we can iterate with files/Q&A). Anyway thanks for the feedbacks!
For Substance Designer’s first number-less release, the bakers are undergoing a deep revamp and this is only the first step into making the baking process faster and more enjoyable in subsequent releases. Other updates include improvements to the graph, the HBAO filter and the Autolevel node.
[Parameters] Allow the user to copy parameters attributes when a package is locked
[3D View] No longer store last session 3d view settings in the registry
[3D View] Create new 3d resource from current scene
[3D View] No longer store the 3D view state from one session to another in the registry
[3D View] Merge the "Scene" and "Geometry" menus
[3D View] Seperate sRGB conversion from the fragment shader (you will need to update your custom shaders!)
[3D View] Add an option to create a new 3d resource from the current state
[3D View] Improve error message generated when #include fail into a shader code
[3D View][Explorer] Create 3D scene from primitives
[3D View] Display correct line number when GLSL shader compilation failed and code contains #include directives
[Graph] Be able to resize a frame from all corners/borders
[Graph] Store the Parent Size information on the graph resource instead of local registry
[Graph] optimize Node thumbnails generation speed
[Graph] Expose the memory cache budget in the Preferences
[Graph] Add a "Reset and View in 3D View" option on nodes
[Content] PBR Converter: Add new Arnold 4/5, Corona 1.6 and Renderman Presets
[Content] Optimize AutoLevel node and support HDR input
[Content] Optimize HBAO filter when GPU Optimization is off, add 16 samples version
[Cooker] output SVG unsupported feature to the log
[Cooker] Don't discard all the SVG resource if only one feature is not supported
[UI] Increase Description block size
[UI] Add file path information on graph instances
[Functions] Add "Open Reference" on function instances
[Functions] Display function graphs list when drag anddroping .sbs into a function graph
[Explorer] Create new 3d resource from primitive
[Engine] Add $tiling variable
[Curve] Add options to flip horizontally/vertically the curve
[Color Management] Read ICC profile on bitmaps
[Export] Add "Label", "Group" and "User Data" in the Pattern macro list
[Preferences] add the possibility to change the path for temp files
[Doc] Add MDL Graph format to the SBS format documentation
Fixes
[Graph] Cache issue: view outputs in 3D View no longer works
[Graph] Clear cache issue
[Graph] Node thumbnails generation requests are not canceled when graph is invalidated
[Graph] Resolution issues after using F5
[Graph] graph view missing at launch
[Graph] Modifying a parameter generates multiple render call
[Graph] crash when using custom template which contains baked maps
[Graph] Crash when linked nodes in a graph function
[3D View] Parallel loading mess up with ProgressManager
[3D View] Rendering with iray at custom resolution image not full frame
[3D View][Iray] Material Definition is not kept
[2D View] Histogram is empty on LDR images
[2D View] Display issue when tiling mode is enabled
[MDL] parameters not exposed
[MDL] crash when moving a MDL from a package to another while rendering
[MDL] Don't ask where to assign the MDL when double clicking on graph
[Bakers] Crash when baking specific .obj file
[Bakers] Transferred texture from mesh / normal gives a wrong result
[Transformation 2D] Can't use arrow keys to change offset in 2D transform node
[Transformation 2D] artefact issue with low resolution
[Updater] Update report doesn't appear using when Ctrl+o/open
[Properties][Format] Some characters are escaped twice in UserTags
[Bitmap node] Ctrl Z doesn't work on 2D View
[Preference] Useless empty space in the Aliases tab
[Installer] Installing a previous version doesn't work the first time
[Parameters] drop down list: putting some spaces to the last value label freezes SD indefinitely
[UI][MAC] "about Substance" displays Iray info
[SVG] crash when importing a specific SVG
[Content] HBAO filter: Radius parameter behaves differently in function of the resolution (a new hbao_2.sbs has been added, old hbao.sbs is now deprecated)
Known Issue
[Bakers] Curvature from Mesh baker has been deactivated temporarily
I'm still pretty new to substance designer so please excuse my ignorance. I am going through the Getting Started tutorials which SD 5.5.1 is being used. In the video he sets up a graph at 2k resolution. While working in the graph he explains that the default resolution is 256 which is displayed on the nodes when set to relative to parent. I'm using SD 2017. I have a graph set up at 2k just like the tut. However, my nodes display 2048 when set to relative to parent. Was there an update since 5.5.1 that sets the relative to parent to your initial graph resolution rather than the default of 256?
You now have a way to set the resolution temporarily in the toolbar at the top of your graph view, so you shouldn't have to ever modify the output size in the graph optionsa nymore.
You now have a way to set the resolution temporarily in the toolbar at the top of your graph view, so you shouldn't have to ever modify the output size in the graph optionsa nymore.
Summer is finally here! And our Substance Designer release will definitely keep you from the sun. With a fresh new look and tons of new content, the Substance Designer Summer 2018 release will be your best material authoring companion.
You can find more information about all the new features and improvements in our blogpost!
Added:
[UI] New Style
[UI] New Sliders
[UI] Make floating windows really floating
[UI] Change Preferences Window layout
[UI] Library: remove filter bar
[UI] Library: remove selection display overlay
[UI] Add a message in the taskbar when the application is Autosaving a package
[UX] Properties: merge "function" and "reset to default" menus
[Content] New Shape Splatter (+ companion filters) nodes
[Content] Add Flood Fill to Color/Grayscale filters
[Content] New Flood Fill support: support shapes with holes
[Content] Flood Fill to Gradient: add Slope and Angle image input
[Content] Optimize the Auto Level filter
[Content] New Shape Extrude filter
[Content] Material Transform: add support for rotated normal maps
[Content] New Normal Vector Rotation and Normal Transform filters
[Content] Normal Normalize: improve result quality.
[Content] New Trapezoid Transform filter
[Content] New Quad Transform filter
[Content] Add Hemisphere pattern to Shape node
[Content] Add new Gradients with controls in the 2D View
[Content] Add UV output to "Cube GBuffers" node
[Graph] Frame: ignore title text larger than the frame bbox for selection
[Graph] Add support for in context edition of sub graphs (experimental)
[Graph] Creating Frame/Comment should affect the node under the cursor when using RMB
[Graph] Frame: ignore title text larger than the frame bbox for selection
[Graph] Reuse existing tab when opening a function already opened
[Graph] Create a new tab when "Open Reference" is used
[Graph] Function: don't display function properties when clicking on the background
[Parameters] Remove "Expose" button from fxmap graphs
[Parameters] Level: Add an "Invert" button
[Parameters] Expand the "Input Parameters" group when creating a new input parameter
[Properties] Add the package url info in the graph attributes
[Properties] Increase the description field size for output nodes
[Properties] Allow to enter Per Pixel Function of Pixel Processor even for read-only packages
[Scipting] New Python API / Python editor (first iteration)
[Bakers] Optimize geometry transfer during rendering
[3D View] Switch to OpenGL Core Profile
[3D View] Support tesselation/displacement on Mac
[Functions] Function Resource: list image inputs in sampler nodes
Fixed:
[Graph] crash when linking a node to another
[Graph] getting variables in graph random seed function does not work
[Graph] crash when drag and dropping noise in a graph
[Graph] crash when opening a specific graph
[Content] Result is different between Tile Random Color and Grayscale
[Content] Tile Random: Result changes when modifying the "Symmetry Random Mode"
[Content] Edge detect doesn't work with non-square resolutions
[Bakers] Artifacts while baking curvature using a UDIM mesh
[Bakers] Ambient Occlusion map from mesh is inverted while using a normal map
[Bakers] UV sets list should be restricted to available UV sets
[Explorer] crash when deleting resources while baking
[Transform2D] Crash when exposing Mip map level and Background Color parameters
[Transform2D] Misbehavior while exposing a Transform MipMap level
Main highlights include the world's fastest bakers powered by NVidia DXR technology, graph UI improvements, new scripting options and a new incredible Render node! You can find more details about all the new features in our blogpost.
Added
[Graph] Add a Breadcrumb when editing sub-graphs / functions
[Graph] Add TAB as a shortcut to spawn the "node menu"
[Graph] Node highlighter for parent nodes of selection
[Graph] Add Ctrl+E as shortcut to open Pixel Processor function and subgraphs
[Graph] Connect new node to first visible output of selected node
[Graph] Add node 'Badges'
[Graph] Add warning on compositing nodes through badges
[Graph] Add the possibility to search a node by its name, attributes or UID
[API] Allow to create and modify data
[API] Allow to export SDPackage and SDMDLGraph to MDL Modules (see SDMDLExporter)
[API] Allow to retrieve all nodes, enums and struct definitions (see SDModuleMgr)
[3D View] Switch to cubemaps for the OpenGL renderer
[3D View] Export linear hdr image when saving to .exr or .hdr
[Bakers] Integrate DXR raytracing technology
[IRay] Integrate IRay SDK 2018.1
[Engine] SSE (CPU) Engine support for hdr floating point image processing
[Engine] Add a command line option (--gpu x) to specify the GPU device dedicated to the Substance engine
[Content] New PBR render node
[UI] Rework tabs and title bar
[Dependency Manager] Prevent updating the dependency list when user actions don't affect dependencies
Fixed
[Graph] Crash when instantiating a graph into itself
[Graph] Duplicated node is not selected
[Graph] computing problem when using a same node instance in 2 different MDL graph
[Graph] the Z key should center the view at the scene bbox center
[Graph] Ignore colorspace in the connection rules when using material link
[Graph] Avoid opening outputs in 3D view when opening a graph in conli
[Graph] Paste nodes is slow when "Open newly created node" is enabled
[3D view] Assert when drag and dropping a specific mesh
[3D view] UV scale enabled option doesn't work on height map
[Content] Tri-Planar: Various Issues regarding axis and transforms
[Content] Slope Blur Grayscale: one of the samples does not have the right blending mode when using min or max
[Content] Gradient linear 2 wrong result at low resolution
[API] SDPackage.findResourceFromUrl() could also retrieve resources located in another SDPackage
[API] SDPackage.getChildrenResources() always returns the first element in non recursive mode
[API] [Documentation] Enums, structs located in 'generated' folder are not reflected in the documentation
[UI] 2D view width should not be constrained
[Gradient] Crash when picking on Mac
[Explorer] Crash when closing and re opening a graph
[Mac] Color picker does not work on multiple screen
[Parameters] Spin box on integer parameters doesn't work
[Cooker] Crash when creating certain nodes on OSX 10.13
[Curve Filter] Keys and control points can end up with a -0.0 or a weird "almost zero" value in the Curve editor
[2D View] Position widget are not available for graphs coming from sbsar
[PSD] Layer issue after exporting with dependencies
Replies
Plenty other cool stuff i'm looking forward to playing around with too.
Also, just to be clear, I can get SD6 + Live/Source for $75 + $10 for only 6 months and that's it? It's not like a monthly subscription that I have to pay forever, similar to Photoshop Creative Cloud? Will you continue to get Source files after the 6 months?
As for the Live/Source upgrade route I'm unclear on the specifics of that. I'm just going to do the regular upgrade myself.
As for Live, it's an alternative to the $75 upgrade. It allows you to pay monthly instead and have access to all the latest Substance tools + Substance Source. You will be able to redeem a standalone license of SD6 after 8 months.
You only have access to Substance Source while you're doing the monthly payments, it's a service that's linked to Substance Live. if you stop, you will still have access to the materials you already downloaded but you won't have access to new ones.
1. Noise patterns are easily scalable and being easily adaptable to non-square form factor like Filter forge ones? I mean not 2d transform but rather the scale of procedural details?
2. Is it possible to pack and use depth info and color within shared rgb values in 32 bit range . Depth in values beyond 0-1? And then extract them to output . Filter forge style too?
3. Photoshop things like crop image precisely to required form factor before output and "smart" objects all adjusting its resolution automatically without necessity to inspect all the node tree from the very roots?
4.Things being scaled around a center of transforms placed in a specific position?
5. Blender styled conveniences aka "M" node bypass, auto node connections, groups, context based auto gray-scale vs color recognition etc.?
Substance Batchtools 6.0
Fixed:○ [Global] Use png format by default for image creation (instead of jpg)
○ [Global] Help need to be more explicit (we now use more specific information and provide more examples)
○ [Global] Error message still appear even if SD resources path is valid
○ [Sbsmutator] Crash with "--switch-to-constant"
○ [Sbsmutator] Error when connecting image inputs should be more explicit
○ [Sbsmutator] Does not expose parameter/outputs group
○ [Sbsbaker] Use powers of two for output size ("--output-size 10,11" now creates a 1024x2048 map)
Added:
○ [Global] Support SD6 new features (sbsrender now use the last version of the engines, sbsmutator now use the new sbs file format and allows to specify a graph physical size,etc.)
○ [Global] More flexible boolean parameters (for example "false" can also be specified using "0", "off" or "no")
○ [Sbsbaker] Baking resolution up to 8k
○ [Sbsbaker] Support non square ratio
○ [Sbsmutator] Support graph attributes editing (tags, author, author url, label, category, description, icon, user data, etc.)
○ [Sbsmutator] Add "export with dependencies" feature
○ [Sbsmutator] graph-parameters-editor is now more flexible (more similar to "specialization"). You can now for example replace image inputs by images
○ [Sbsmutator] New edit command (that gather all the possibles options between specialization and graph-parameters-editor)
○ [Sbsmutator] Have the possibility to remove outputs on a mutated sbs
○ [Sbsmutator] You can now specify several substance files to mutate (using "--inputs")
○ [Sbsmutator] Support absolute size with "--connect-image"
○ [Sbsmutator] Verbose/quiet modes added
Substance Designer 6.0.1
Fixes:
Changes:
Is it possible now to force 16 bit processing throughout the graph? Even if a .sbs graph root is set to 16bits, I'm getting a couple of issues:
Issue #1:
- When 'specializing' a graph, the newly generated graph is always 8bits from start to end (including the main target graph node which was 16bits)
Issue #2
- Manually change the specialized graph from 8bits to 16bits and create a .sbsar
- On Substance Player it looks fine, it's visible using 16bits.
- Using sbsrender behave as if the whole hierarchy is in 8bits again (actually haven't tried using 'render' with .sbs instead of .sbsar).
All the phases for baking, specializing and output/rendering use PNG files. The bakers using Batchtools do work fine and bake in 16bits.
What gives it away is specially Triplanar projection or other position dependent or uv projection nodes since they require higher precision values.
Edit #1: My mistake, this can't be done. sbsrender only works with .sbsar files.
Just to let you now we are synched : in an internal version we added a "--set-bit-depth" command in sbsmutator. Edit : We will also add a way to set it in sbsrender, however in this case it will only be regarding the output file format (not the substance computation).
Not sure when it will be published (as we have several things to deal with regarding the Batchtools) but it will definitly be available in a future release.
It also relies on the connections you made in your sbs: the bit depth is in "relative to input" by default so you need to be sure you use the one from your graph.
Using sbsrender (and a format that supports 16b) you should be able to get 16b (quickly tested again on my side).
By opening you Substance in Designer 6, it can also be a good way to have a preview of the nodes bit depth (by looking at the info at the bottom of the nodes), it can help to see if there is a convertion at some point.
Regarding renders from sbs files, in Substance Designer the context is different (as it's the authoring tools we have more information/are able to compute or access some datas at the sbs level without having to cook the file), we don't use sbsrender, that's why you can only render sbsar files using sbsrender.
If you have more feedbacks (/want to discuss more about a specific point), feel free to create a dedicated post (this way we can iterate with files/Q&A). Anyway thanks for the feedbacks!
SD 6.0.3
Changes:
Fixes:
SD 2017.1
For Substance Designer’s first number-less release, the bakers are undergoing a deep revamp and this is only the first step into making the baking process faster and more enjoyable in subsequent releases. Other updates include improvements to the graph, the HBAO filter and the Autolevel node.
More information in our blogpost.
Changes
Fixes
Known Issue
SD 2017.2.0
Added:
Fixed:
SD 2017.2.1 - 2017.2.2
Fixed:
SD 2017.2.3
Fixed:
I'm still pretty new to substance designer so please excuse my ignorance. I am going through the Getting Started tutorials which SD 5.5.1 is being used. In the video he sets up a graph at 2k resolution. While working in the graph he explains that the default resolution is 256 which is displayed on the nodes when set to relative to parent. I'm using SD 2017. I have a graph set up at 2k just like the tut. However, my nodes display 2048 when set to relative to parent. Was there an update since 5.5.1 that sets the relative to parent to your initial graph resolution rather than the default of 256?
SD 2017.2.4 - 2017.2.5
Changed
Fixed
SD 2018.1
Changed
Fixed
SD 2018.1.1
Changed
Fixed
SD 2018.1.2
Changed
Fixed
SD 2018.2
Summer is finally here! And our Substance Designer release will definitely keep you from the sun. With a fresh new look and tons of new content, the Substance Designer Summer 2018 release will be your best material authoring companion.
You can find more information about all the new features and improvements in our blogpost!
Added:
Fixed:
SD 2018.2.2
Fixed:
SD 2018.3.0
You can find more details about all the new features in our blogpost.
Added
Fixed
SD 2018.3.1 - SD 2018.3.3
Lots of fixes!2018.3.3
Fixed:
2018.3.2
Changed:
Fixed:
2018.3.1
Changed:
Fixed: