Added: Stencil masks - A new Stencil slot appeared in the Tool window when using standard or particle brushes. It allows you to use a greycale stencil mask, ala Mudbox.
Fixed: Quadro cards support
Fixed: Shader give black result with low roughness
Fixed: Substance materials are capped at 256 in Beta 9
Fixed: Normal map export deletes the green channel
Added: Use a gradient background in the 2D/3D views
Added: Interface for the Levels histogram
Added: Merge shelf and library
Added: No save action required when creating or updating a preset
Added: Import assets in the shelf through Drag and Drop
Fixed: The name of buttons is displayed over in the main toolbar
[size=+2]Substance Painter now has an official release date: October 15th![/size]
Of course the update rate won't slow after the release and we will continue adding plenty of new awesome features after the 1.0 release.
A pretty beefy update today, with the ability to use normal maps as brushes and fill layers, rotate them freely while keeping a correct result.
Also a brand new export wizard allows you to create custom complex export patterns to fit your engine and pipeline!
Main Changes
Added: New Normal channel allowing to paint normal map data and combine the results
Added: [Export] New export window with the ability to create custom packing and set custom names
Added: The project file format is now a single file instead of folders
Added: [Export] Support different Normal formats (DirectX, OpenGL)
Added: [Export] Create a temporary "lock" file during export
Added: [Layers] Shift+LeftMouse click can be used to toggle a mask
Added: [Parameters] Expose the color space at the bottom of an image input
Updated: [Shelf] Effect "MG Mask Builder" has now new settings
Updated: [3D View] Ambient Occlusion map now occlude the diffuse contribution, not the specular
Fixed: Projection material/Stencil preview doesn't show properly in the viewport
Fixed: [3D View] Shortcut tooltip not displayed when using "S" (stencil) shortcut
Fixed: [Shelf] Effect "MatFx Skin Scale" has now better performances at low resolution
Fixed: [Export] Textures from export are just upscaled when specifying a larger document size
Changes:
• [Bakers] Added new bakers : Normal, ID, Occlusion, Curvature, Thickness, Position
• Tri-Planar projection
• support for shadows
• [Bakers][3D View] Use Mikkt tangent space computation if no tangents/binormals are found
• [Effects] new icons on the effect stack
• [Effects] blending mode between fill actions in effect stack
• "lock" file during the save process
• [Effects] Fill action in effect stack
• new ressource : Smart Materials
• Allow to reorder layer effects
• Ability to set required openGL states into custom shaders
• Support for alpha transparency via new shaders
• Shaders are now versionned and fully saved into a project
• Warn user if the shader doesn't compile anymore
• [Effects] Effect stack is now inverted and displayed from top to bottom (like layers)
• [Effects] Rename effects (substance effect = Filter, substance mask generator = Generator)
• Substance engine has been updated to V5
Fixes:
• [Layers] drag and drop under a collapsed folder
• [Shelf] content filtering in mini-shelves
• [Shelf] Renamed categories and reorganize tabs
Known issues:
Clean action does not delete unused data from the project until a "Save As..."
Changes:
Update Substance engine to v5
Add software version and project name in the title bar
Sanitize TextureSet names and Smart material names
[Shelf] Add new environment maps : Bonifacio aragon strairs, Bonifacio street, Corsica beach, studio 05, Tornoco studio
[Shelf] Update MG Mask Builder with new parameters
[Shelf] Update and calibrate old environment maps
Fixes:
Crash when opening the export window
"Check for updates" is not working
[Layers] Don't unselect the mask when clicking on a effect
[Tool] Tri-planar doesn't work with Normal channel
[3D View] Diffuse lighting from env map is incorrect
[3D View] Exposure computation is different from Designer
[3D View] Shadows should not be visible on 100% metallic surface
[3D View] Mesh with mirrored UVs has flipped tangent/binomals
[3D View] Shadows produce incorrect results on certain meshes
[Bakers] Remove ".alg_meta" folder created by assbin files
[Bakers] Crash when baking if Painter recompute a TextureSet at the same time
[Mac] White Box UI Glitch when launching the application
[Windows] Impossible to drag'n'drop in UI widget when undocked
Known issues:
[Baker] Matching by names doesn't work with OBJs exported from zBrush
Changes:
[Effects] Levels Clamp should be on by default to mimic "classic" levels
[Layers] Change the minimum and maximum tilling in Fill action
[Layers] Save and Restore the stack status
[Bakers] AO Baker take the normal map into account if no HP is specified
[Bakers] Added tooltips and additional information in the baking window
Create a backup file when saving a project
Fixes:
[Mac] Crash with Mac OS X Yosemite (10.10)
[Mac] Impossible to quit fullscreen mode
[Bakers] Baking match by name option doesn't work
[Bakers] Mikk tangent space used in SP doesn't work with UE4
[Bakers] ID baker can't bake material ID colors
[2D View] Wireframe doesn't appear when using the Geometry decal tool
[Tool] Brush alpha channel is displayed as checker instead of transparency with materials
[Tool] Crash with Geometry Decal
[Layers] Material slot is collapsed by default on Fill layer
[Export] Crash when exporting at higher size than texture set resolution
Specular channel is not recognized in filters.
Clean + save doesn't strip the resources from the spp archive properly
Don't store low-poly transformation in high-poly assbin file
FBX file is imported with too many texture sets
Changes:
• Computation time improvements on project extremely long to load
• Change the "GPU Troubleshooting" window to be more understandable
• [Layers] Save the status of the the ratio lock for Fill layers and make it "On" by default
• [Bakers] Matching by name now use suffix as separator
Fixes:
• [License] Activation problem when there is an already existing license file
• [Mac] Crash when loading specific FBX files
• [Mac][3D View] Incorrect reflection for integrated GPU
• [3D View] Quick Mask font is broken
• [3D View] Material picker makes the viewport totally black
• Crash after opening projects created in 1.3.3
• Material preview is empty when using shaders with alpha
• Painting stop working on specific meshes
• Performances decrease a lot with specific OBJ meshes
• User channels are not mapped when using effects
• Temporary folders are not cleaned on startup
Changes:
[Export] Add additional maps (bakes) in the list of the available exportable maps
[Shelf] Use sbsar materials as Painter materials automatically
[Shelf] Allow to use custom Shelf paths
[Shelf] Change the minimum size of the Shelf window
[Shelf] New content : 20 new smart materials
[Shelf] New content : new procedural substance (weave, mesh)
[Shelf] Updated Blur filter
Draw straight lines using a modifier key (Shift)
Add Ambient Occlusion channel and rework AO/Normal behavior in layer stack
Read default color from Image Input defined in Substance user data in Substance Designer
Syntax: defaultcolor = (1.0,0.5,0.0) or defaultcolor = (255,128,0)
Allow to export the log from the help menu
Fixes:
[Baker][Mac] Crash with Normal from mesh baker
[Baker] Crash if there is no UVs in the cage file
[Baker] Matching by names doesn't work with OBJs exported from zBrush
[Baker] Baking with a cage overwrites bake if using multiple texture sets and overlapping UVs
[Baker] Specific OBJ files result in black textures
[Shelf] Can't read resources if set to read-only
[Shelf] Asset files are being written Painter if they have been used in the project.
[Shelf] Reloading substances also update the layer
[Export] Tiff exports 32 bits images that can't be read properly by Photoshop or game engines
[Export] Default channels preset always export as RGB
[Material] Diffuse channel override BaseColor mapping with substances
[3D View] Incorrect Diffuse lighting with specific environment maps
[Tool] Unable to rotate a brush to a specific angle
Viewport gets focus when hovered on while typing in a text field
Crash with presets too recent for the current version of the shelf
Crash after replacing mesh
Crash when reloading a substance with different number of inputs
FBX meshes from Cinema4D import with incorrect material names
Do you mean the SPP file is read only? Even after you closed the project?
Right after a new project is created upon importing a mesh and texture sets, a (Read Only) bracket gets added to the Substance Painter titlebar.
Saving the project gives you a 0KB file.
Right after a new project is created upon importing a mesh and texture sets, a (Read Only) bracket gets added to the Substance Painter titlebar.
Saving the project gives you a 0KB file.
I'm on the steam version.
I'll reboot in the meantime.
Yes, the file is set to read only and will show as 0KB until you close it, to avoid corruptions or issues when moving or overwriting files that may be open. It's the regular behavior.
Is it possible that the install wiped out the materials i saved out of the shelf?
at work now,will check more when at home...
also loaded the new build with hans sample and painter didn't want to close,had to use Windows task manager to exit.
win 7.x64, 560ti gpu, q6600 cpu w/ 8gig ram
Is it possible that the install wiped out the materials i saved out of the shelf?
at work now,will check more when at home...
also loaded the new build with hans sample and painter didn't want to close,had to use Windows task manager to exit.
win 7.x64, 560ti gpu, q6600 cpu w/ 8gig ram
Cheers,
~Tung
Can you post your problem in the appropriate thread ? This will be more convenient to track for us.
Will you implement applying effects to layers instead of base maps which I put into slots? Like for example I've painted some height information and I want to run it through rust effect. Do you have it in your roadmap?
Will you implement applying effects to layers instead of base maps which I put into slots? Like for example I've painted some height information and I want to run it through rust effect. Do you have it in your roadmap?
I see but they still need AO, curvature and so on. As I see it's not really possible to implement it unless you're doing it manually in Designer. Or can I do the following:
Create my own sbsar filter in Designer (i.e. for example convert normal into curvature, then break curvature with some noise and so on) and import it into Painter?
I see but they still need AO, curvature and so on. As I see it's not really possible to implement it unless you're doing it manually in Designer. Or can I do the following:
Create my own sbsar filter in Designer (i.e. for example convert normal into curvature, then break curvature with some noise and so on) and import it into Painter?
AO is doable by hand, but indeed other map such as curvature will be more tedious to create without baking. For the curvature you could indeed use a filter form Designer. It won't be seamless unfortunately.
If you have more questions I suggest creating a dedicated thread.
Add a shortcut for updating the imported texture on a fill layer, to make it easier to use with Photoshop and other paint software. Currently it does not update the texture until I manually go to the texture, reload it and re-select the texture in the fill layer channel.
In Designer it automatically updates when I save from other software. Could painter become the same?
Replies
Main Changes
Main Changes
[size=+2]Substance Painter now has an official release date: October 15th![/size]
Of course the update rate won't slow after the release and we will continue adding plenty of new awesome features after the 1.0 release.
Main Changes
Thanks for the update Question tho...
osx (Build 0.12.0.461 )only? win still showed Windows - Build 0.11.0.450
-::EDITED::-
It just wasn't at the higher level offered, looked into all versions and saw it was there (
Main Changes
Main Changes
Main Changes
Main Changes
Main Changes
Just in time for Christmas!
Main Changes
Small update, Rotation on Fill Layers is finally here! The next release should be pretty interesting
Main Changes
A pretty beefy update today, with the ability to use normal maps as brushes and fill layers, rotate them freely while keeping a correct result.
Also a brand new export wizard allows you to create custom complex export patterns to fit your engine and pipeline!
Main Changes
Edit: Just tried it out. Worked awesome!
The new youtube video showing off the new features is a nice addition.
This program is awesome, keep up the good work.
Main Changes
Changes:
• [Bakers] Added new bakers : Normal, ID, Occlusion, Curvature, Thickness, Position
• Tri-Planar projection
• support for shadows
• [Bakers][3D View] Use Mikkt tangent space computation if no tangents/binormals are found
• [Effects] new icons on the effect stack
• [Effects] blending mode between fill actions in effect stack
• "lock" file during the save process
• [Effects] Fill action in effect stack
• new ressource : Smart Materials
• Allow to reorder layer effects
• Ability to set required openGL states into custom shaders
• Support for alpha transparency via new shaders
• Shaders are now versionned and fully saved into a project
• Warn user if the shader doesn't compile anymore
• [Effects] Effect stack is now inverted and displayed from top to bottom (like layers)
• [Effects] Rename effects (substance effect = Filter, substance mask generator = Generator)
• Substance engine has been updated to V5
Fixes:
• [Layers] drag and drop under a collapsed folder
• [Shelf] content filtering in mini-shelves
• [Shelf] Renamed categories and reorganize tabs
Known issues:
Clean action does not delete unused data from the project until a "Save As..."
Changes:
Update Substance engine to v5
Add software version and project name in the title bar
Sanitize TextureSet names and Smart material names
[Shelf] Add new environment maps : Bonifacio aragon strairs, Bonifacio street, Corsica beach, studio 05, Tornoco studio
[Shelf] Update MG Mask Builder with new parameters
[Shelf] Update and calibrate old environment maps
Fixes:
Crash when opening the export window
"Check for updates" is not working
[Layers] Don't unselect the mask when clicking on a effect
[Tool] Tri-planar doesn't work with Normal channel
[3D View] Diffuse lighting from env map is incorrect
[3D View] Exposure computation is different from Designer
[3D View] Shadows should not be visible on 100% metallic surface
[3D View] Mesh with mirrored UVs has flipped tangent/binomals
[3D View] Shadows produce incorrect results on certain meshes
[Bakers] Remove ".alg_meta" folder created by assbin files
[Bakers] Crash when baking if Painter recompute a TextureSet at the same time
[Mac] White Box UI Glitch when launching the application
[Windows] Impossible to drag'n'drop in UI widget when undocked
Known issues:
[Baker] Matching by names doesn't work with OBJs exported from zBrush
Changes:
[Effects] Levels Clamp should be on by default to mimic "classic" levels
[Layers] Change the minimum and maximum tilling in Fill action
[Layers] Save and Restore the stack status
[Bakers] AO Baker take the normal map into account if no HP is specified
[Bakers] Added tooltips and additional information in the baking window
Create a backup file when saving a project
Fixes:
[Mac] Crash with Mac OS X Yosemite (10.10)
[Mac] Impossible to quit fullscreen mode
[Bakers] Baking match by name option doesn't work
[Bakers] Mikk tangent space used in SP doesn't work with UE4
[Bakers] ID baker can't bake material ID colors
[2D View] Wireframe doesn't appear when using the Geometry decal tool
[Tool] Brush alpha channel is displayed as checker instead of transparency with materials
[Tool] Crash with Geometry Decal
[Layers] Material slot is collapsed by default on Fill layer
[Export] Crash when exporting at higher size than texture set resolution
Specular channel is not recognized in filters.
Clean + save doesn't strip the resources from the spp archive properly
Don't store low-poly transformation in high-poly assbin file
FBX file is imported with too many texture sets
Changes:
• Computation time improvements on project extremely long to load
• Change the "GPU Troubleshooting" window to be more understandable
• [Layers] Save the status of the the ratio lock for Fill layers and make it "On" by default
• [Bakers] Matching by name now use suffix as separator
Fixes:
• [License] Activation problem when there is an already existing license file
• [Mac] Crash when loading specific FBX files
• [Mac][3D View] Incorrect reflection for integrated GPU
• [3D View] Quick Mask font is broken
• [3D View] Material picker makes the viewport totally black
• Crash after opening projects created in 1.3.3
• Material preview is empty when using shaders with alpha
• Painting stop working on specific meshes
• Performances decrease a lot with specific OBJ meshes
• User channels are not mapped when using effects
• Temporary folders are not cleaned on startup
Any time I create a new project its read-only
https://www.allegorithmic.com/system/files/software/download/build/Substance_Painter-1.4.0.746-msvc11-x64-standard-full.exe
Do you mean the SPP file is read only? Even after you closed the project?
Changes:
[Export] Add additional maps (bakes) in the list of the available exportable maps
[Shelf] Use sbsar materials as Painter materials automatically
[Shelf] Allow to use custom Shelf paths
[Shelf] Change the minimum size of the Shelf window
[Shelf] New content : 20 new smart materials
[Shelf] New content : new procedural substance (weave, mesh)
[Shelf] Updated Blur filter
Draw straight lines using a modifier key (Shift)
Add Ambient Occlusion channel and rework AO/Normal behavior in layer stack
Read default color from Image Input defined in Substance user data in Substance Designer
Syntax: defaultcolor = (1.0,0.5,0.0) or defaultcolor = (255,128,0)
Allow to export the log from the help menu
Fixes:
[Baker][Mac] Crash with Normal from mesh baker
[Baker] Crash if there is no UVs in the cage file
[Baker] Matching by names doesn't work with OBJs exported from zBrush
[Baker] Baking with a cage overwrites bake if using multiple texture sets and overlapping UVs
[Baker] Specific OBJ files result in black textures
[Shelf] Can't read resources if set to read-only
[Shelf] Asset files are being written Painter if they have been used in the project.
[Shelf] Reloading substances also update the layer
[Export] Tiff exports 32 bits images that can't be read properly by Photoshop or game engines
[Export] Default channels preset always export as RGB
[Material] Diffuse channel override BaseColor mapping with substances
[3D View] Incorrect Diffuse lighting with specific environment maps
[Tool] Unable to rotate a brush to a specific angle
Viewport gets focus when hovered on while typing in a text field
Crash with presets too recent for the current version of the shelf
Crash after replacing mesh
Crash when reloading a substance with different number of inputs
FBX meshes from Cinema4D import with incorrect material names
Right after a new project is created upon importing a mesh and texture sets, a (Read Only) bracket gets added to the Substance Painter titlebar.
Saving the project gives you a 0KB file.
I'm on the steam version.
I'll reboot in the meantime.
Yes, the file is set to read only and will show as 0KB until you close it, to avoid corruptions or issues when moving or overwriting files that may be open. It's the regular behavior.
Changes:
Fixes:
at work now,will check more when at home...
also loaded the new build with hans sample and painter didn't want to close,had to use Windows task manager to exit.
win 7.x64, 560ti gpu, q6600 cpu w/ 8gig ram
Cheers,
~Tung
Could you explain what this is please?
[Viewport] Allow to dock panels side by side
It sounds really interesting.
That you can dock panels like this :
My feature request was implemented! I love you guys so much!
Depending exactly on what you need, you can already do that with Substance Filters.
Substance filters are able to read the channels of the documents and perform whatever you want. That'w how the blur, sharpen and warp filter work.
See : http://support.allegorithmic.com/documentation/display/SPDOC/Creating+custom+filters
Create my own sbsar filter in Designer (i.e. for example convert normal into curvature, then break curvature with some noise and so on) and import it into Painter?
If you have more questions I suggest creating a dedicated thread.
Fixes:
Add a shortcut for updating the imported texture on a fill layer, to make it easier to use with Photoshop and other paint software. Currently it does not update the texture until I manually go to the texture, reload it and re-select the texture in the fill layer channel.
In Designer it automatically updates when I save from other software. Could painter become the same?
Changes:
Fixes:
Do you have an NVidia card? The Win10 drivers have issues with Painter and other tools/games and NVidia is currently testing a fix.