So, something weird on latest ... my UI always comes up with windows missing. Just the log at the bottom. If I do "view->reset UI" it works but it doesn't remember that I reset it between sessions.
Substance Painter 1.6 is here for an even smoother experience with this huge update! That means improved the performance of 4K painting, and we simplified the material
layering workflow with new drag and drop features. For example, when
drag-and-dropping a material in the layer stack while pressing Ctrl (CMD
on Mac) it will create a fill layer with a mask, allowing you to paint
instantly.
Other main improvements include fully seamless (triplanar) mask generators and a dozen of new scan-based smart materials in the library.
A huge thank you to Glauco Longhi for the Orc used in this video!
I don't remember having to turn off the Export>Grp option in Zbrush in order to get an actual bake using Painter before. Has this been always the case? I just pretty much found out about it the hard way and spent half the day just for a test bake.
I don't remember having to turn off the Export>Grp option in Zbrush in order to get an actual bake using Painter before. Has this been always the case? I just pretty much found out about it the hard way and spent half the day just for a test bake.
That's something we changed in order to support the matching by name properly with zBrush, otherwise before it would have not worked at all.
I did one more approach to Substance Painter making my textures square shaped. Still can't work comfortably. Any tweak in procedural masks or materials takes forever. And I can't do it in lesser resolution either since once I try to recalculate an effect in final resolution it goes bizarre and nothing really similar to what I had in smaller resolution .
I am pretty accustomed to procedural materials and in fact do procedural edge and weathering effects in Max shaders for decades. Sometimes it looks like it actually works with more easy and handy feedback there with just soft render .
Am I missing something and there is a kind of work around or special approach to deal with procedural materials? Or maybe I just need to buy better video card like 980ti or TitanX for the soft ?
What are your specs and what resolution are you working at? Uprezing your project should give you very similar results unless your procedurals have a lot of details that are too small to be visible on a lower res texture. Do you have an example of a project you are trying to achieve? Procedurals in Max shaders are completely different than Substance as they are implicit procedural effects compared to explicit (texture space) effects in SD/SP.
What are your specs and what resolution are you working at? Uprezing your project should give you very similar results unless your procedurals have a lot of details that are too small to be visible on a lower res texture. Do you have an example of a project you are trying to achieve? Procedurals in Max shaders are completely different than Substance as they are implicit procedural effects compared to explicit (texture space) effects in SD/SP.
I start with 1k and then go to 4k textures . My comp is i7-3600k . 16 gb , GF gtx660ti 2gb . Not sure, perhaps too old video card ?. I just have an impression from your videos that adjusting procedural generators should be working almost in real time while I sometimes wait around a minute at least for that red line progressing .
Regarding upscaling I still can't get accustomed to it since adjusting details in low res is often pretty misleading
and in higher resolution they turns into something unexpected. But I guess there is nothing to do with that and I need just more experience to predict its appearance.
are FireGL cards supported ? viewport performance is supper laggy in substance painter 2. my specs are: AMD FirePro W7000 4gb, i7-3930k, 32gb ram (latest certified drivers and all that)
i have no issues with any other tools. maya, toolbag, UDK, cryengine, all latest games run like butter in my PC without any issues.
Just a quick note, when I did the update from 2.0.1 to 2.0.3 it did not override 2.0.1 and I had to manually uninstall 2.0.1. Not sure if this is the case for anyone else but I did noticed after installing 2.0.3 all folders and .exe read as Substance Painter 2 vs 2.0.1 install read it just as Substance Painter.
Yes, it's something we changed after some people voiced concerns that Substance Painter 2 install would override Substance Painter 1. It was especially a problem for people who only wanted to test out SP2 without losing access to SP1. SP2 now has its own install folder and its own shelf.
And the updates just keep rolling..... Brilliant stuff lads. Love it.
I really wish that the shelf system could be sorted somehow. It really is getting to be unmanageable. A sub-folder structure with the ability to add custom folders would be fantastic. Even a hotkey floating dialogue like Zbrush lightbox, or Mari's asset floater. Now that all those normal stamps have been added it's like a maze!
I remember discussing this with Wes(sub-folders) back around d 1.3, and he said it might be on the way.
AlSo, it would be nice to be able to remove user textures that have been added to a session without having to restart.
Thanks again for all these updates. You're well and truly ahead of the main competitor at this stage.
The shelf redesign is ongoing, it's a big one and it involves a lot changes under the hood so we don't want to mess it up and are taking our time on this one, but it's coming
Bring the old Payment options back... My fraud detection isn't allowing me to continue my subscriptions and the Paypal option, which worked flawless for me, isn't allowing concurring charges to my account. Surely I'm not the only artist that would love to support you guys monthly but prefer Paypal. Well regardless if you do or not, great job and progress with Painter.
I know I mentioned it above but I wonder why the shelf option 'delete' has been removed from the right click menu. Also, be great to be able to reload/update textures edited/saved elsewhere(PS) that are in the shelf. With these 2 options missing I keep having to drag new versions of a file into the shelf and it doesn't see a naming conflict or overwrite, it just piles them in. Real pain. I know you're working hard on sorting the shelf system out but atm it is SP's achiles heel.
Substance Painter 2.1 is now available and with it comes a whole lot of new features and even a new platform! You heard right, Substance Painter is now available for Linux! This is the first of a series of releases geared towards VFX and high-end 3D work.
Here is the full changelist:
Changes :
- Linux Support (SteamOS/Ubuntu and CentOs) - UDIM tiles import and export support - [Export] 8k export (experimental) - High DPI screens support - [Export] Allow to choose the bit depth during the export - [Baker] Allow to bake multiple texture sets at once - [Scripting] Set custom resolution and padding per texture at export - [Viewport] Allow to switch between texture sets by clicking on the mesh (Ctrl+Alt+Click) - [Viewport] Go where the mouse cursor is when zooming with the mouse wheel - [UI] Update default background color and environment map display - [UI] Add tooltips with original names for User channels - [UI] Change background color for channels that can't be renamed - [Tool] Remove checkers when using the quick mask - [Shader] Allow to define groups for shader parameters and materials/masks - [Engine] Optimization of small size stamping - [Stencil] Add "W" as shortcut to temporarily toggle the mask - [Shelf] Add a cross button to clear the search field - [Shelf] Load Alpha with a single click - [Shelf] New export preset : Vray UDIM, Arnold UDIM, Spec/Gloss from Metal/Rough - [Shelf] New alphas : geometric shapes, veins and signs - Add name and version in the properties of Substance Painter executable
Fixed:
- [Substance] Impossible to use the normal channel and additional map at the same time - [Iray] MDL refraction and absorption setting don't work - [Iray] Original scene scale is not preserved - [Shelf] Specular/Glossiness template use an incorrect shader - [Export] Default export preset doesn't export some maps (like AO) - [Viewport] Pivot point doesn't update when clicking outside the UVs in the 2D View - [UI] Slider values are rounded - [UI] Sometimes when editing sliders values there is a very small free space - [New Project] Template dropdown list is not correctly updated (from 1.x to 2.x) - [Scripting] Fixed "hover" behavior on custom buttons - [Mac] Undoing on an empty project locks the camera
Saw that you can batch bake with UDIM support now added, but can you export everything onto one map now without having to composite everything together in photoshop? Didn't see that in the videos released today.
XCHRIS not yet. KERNERSVILLAN This feature is still in private beta at the moment. We'll release more details when we get closer to the public release. JOSHUAG No, it will only update/replace the materials that are shipped with SP.
UDIM support! thank you, I am now very happy. These videos are fantastic and
thank you for adding all the export functions to Maya Arnold, Unreal, Modo and
so on. It will make going between projects a breeze.
Allegorithmic's software is amazing, from now on it's going
to be the go to software.
I'm wondering though, what GPU drivers are supported/recommended? I just installed the trial on manjaro, and the catalyst driver works fine, but the open source amdgpu driver (2016.05.04) gives me this error in the log, and the viewport shows only black or purple:
[GenericMaterial] 0:2(12): error: extension `GL_EXT_gpu_shader4' unsupported in fragment shader
Anyway, really excited to see this software working natively on linux. You guys are awesome.
I'm wondering though, what GPU drivers are supported/recommended? I just installed the trial on manjaro, and the catalyst driver works fine, but the open source amdgpu driver (2016.05.04) gives me this error in the log, and the viewport shows only black or purple:
[GenericMaterial] 0:2(12): error: extension `GL_EXT_gpu_shader4' unsupported in fragment shader
Anyway, really excited to see this software working natively on linux. You guys are awesome.
It's unlikely that we will support this kind of drivers, especially since the error mentioned is related to an OpenGL extension supported since a very long time by the official (and proprietary) GPUs drivers.
Hopefully that's something that will be fixed on amdgpu's end then - if I'm lucky. I might try the amdgpu-pro version at some point too, perhaps when it's out of beta.
Replies
What should I check?
SP 1.5.5
Changes:
Fixes:
SP 1.5.6
Changes:
Fixes:
SP 1.5.7
If you are experiencing crashes, first we are sorry, and second, you should update to this new build!
Fixes:
SP 1.6
Substance Painter 1.6 is here for an even smoother experience with this huge update!
That means improved the performance of 4K painting, and we simplified the material layering workflow with new drag and drop features. For example, when drag-and-dropping a material in the layer stack while pressing Ctrl (CMD on Mac) it will create a fill layer with a mask, allowing you to paint instantly.
Other main improvements include fully seamless (triplanar) mask generators and a dozen of new scan-based smart materials in the library.
A huge thank you to Glauco Longhi for the Orc used in this video!
http://www.youtube.com/watch?v=_mm0kDWd6oo
Changes:
- [Engine] Improve texture refresh on AMD GPUs for better performances
- [Engine] Disable Threaded Optimization setting on NVIDIA GPUs for better performances
- [Engine] Improve Vram memory management to reduce its footprint
- [Substance] Collapse substance parameters groups by default
- [Substance] Add new framework (Improve Pixel Processor performances)
- [Viewport] Allow to deactivate the symmetry plane display while in symmetry mode.
- [Viewport] Improve shadows rendering and performances
- [Viewport] Pause shadow computation when painting
- [Viewport] Improve wireframe rendering performances
- [Effect] Add a tag to request "padded" image input
- [Layer] Increase precision of UV offset/scale in fill
- [Layer] Make the scale slider exponential in fill
- [Layer] Allow to drag and drop Materials directly in the layer stack.
- [Layer] Allow to drag and drop filters directly in the layer stack
- [Layer] Adjust the mask brush color to the newly created mask color
- [Shader] Expose multiple texcoords
- [Shader] Expose gamma/tonemapping function to allow custom functions
- [Bakers] Change default Position baker settings for TriPlanar usage
- [Tool] Rename "Geometry Decal" as "Polygon Fill"
- [Log] Indicate "Windows 10" in log instead of "Unknown Windows"
- [Shelf] Update generators to support TriPlanar : MG Metal edge wear, MG Mask builder, MG Fiber glass, MG Dirt
- [Shelf] Update materials with new settings and removed unused materials
- [Shelf] 22 New smart materials (Plastic, Iron, Fabric, Steel and more)
- [Shelf] Update Sharpen, Blur and Warp filters with padded image input to avoid seams
- [Shelf] Improve Warp settings for easier usage
- [Shelf] 2 New procedural noises : 3D Perlin noise and 3D Worley noise
Fixes:SP 1.6.1
Fixes:
SP 1.7.0
Fixes:
1.7.1
Fixes:
1.7.2
Changes:
Fixes:
1.7.3
Changes:
Fixes:
I am pretty accustomed to procedural materials and in fact do procedural edge and weathering effects in Max shaders for decades. Sometimes it looks like it actually works with more easy and handy feedback there with just soft render .
Am I missing something and there is a kind of work around or special approach to deal with procedural materials? Or maybe I just need to buy better video card like 980ti or TitanX for the soft ?
Do you have an example of a project you are trying to achieve?
Procedurals in Max shaders are completely different than Substance as they are implicit procedural effects compared to explicit (texture space) effects in SD/SP.
SP 2.0.0
- Full screen mode
- [Tool] New non destructive Smudge tool
- Improve Height to Normal conversion by using a Sobel filter
viewport performance is supper laggy in substance painter 2.
my specs are: AMD FirePro W7000 4gb, i7-3930k, 32gb ram (latest certified drivers and all that)
i have no issues with any other tools. maya, toolbag, UDK, cryengine, all latest games run like butter in my PC without any issues.
2.0.3
Changes:
Fixes:
SP2 now has its own install folder and its own shelf.
2.0.4/2.0.5
Changes:
Fixes:
I really wish that the shelf system could be sorted somehow. It really is getting to be unmanageable. A sub-folder structure with the ability to add custom folders would be fantastic. Even a hotkey floating dialogue like Zbrush lightbox, or Mari's asset floater. Now that all those normal stamps have been added it's like a maze!
I remember discussing this with Wes(sub-folders) back around d 1.3, and he said it might be on the way.
AlSo, it would be nice to be able to remove user textures that have been added to a session without having to restart.
Thanks again for all these updates. You're well and truly ahead of the main competitor at this stage.
2.1.0
Substance Painter 2.1 is now available and with it comes a whole lot of new features and even a new platform! You heard right, Substance Painter is now available for Linux!
This is the first of a series of releases geared towards VFX and high-end 3D work.
Here is the full changelist:
Changes :
- Linux Support (SteamOS/Ubuntu and CentOs)
- UDIM tiles import and export support
- [Export] 8k export (experimental)
- High DPI screens support
- [Export] Allow to choose the bit depth during the export
- [Baker] Allow to bake multiple texture sets at once
- [Scripting] Set custom resolution and padding per texture at export
- [Viewport] Allow to switch between texture sets by clicking on the mesh (Ctrl+Alt+Click)
- [Viewport] Go where the mouse cursor is when zooming with the mouse wheel
- [UI] Update default background color and environment map display
- [UI] Add tooltips with original names for User channels
- [UI] Change background color for channels that can't be renamed
- [Tool] Remove checkers when using the quick mask
- [Shader] Allow to define groups for shader parameters and materials/masks
- [Engine] Optimization of small size stamping
- [Stencil] Add "W" as shortcut to temporarily toggle the mask
- [Shelf] Add a cross button to clear the search field
- [Shelf] Load Alpha with a single click
- [Shelf] New export preset : Vray UDIM, Arnold UDIM, Spec/Gloss from Metal/Rough
- [Shelf] New alphas : geometric shapes, veins and signs
- Add name and version in the properties of Substance Painter executable
Fixed:
- [Substance] Impossible to use the normal channel and additional map at the same time
- [Iray] MDL refraction and absorption setting don't work
- [Iray] Original scene scale is not preserved
- [Shelf] Specular/Glossiness template use an incorrect shader
- [Export] Default export preset doesn't export some maps (like AO)
- [Viewport] Pivot point doesn't update when clicking outside the UVs in the 2D View
- [UI] Slider values are rounded
- [UI] Sometimes when editing sliders values there is a very small free space
- [New Project] Template dropdown list is not correctly updated (from 1.x to 2.x)
- [Scripting] Fixed "hover" behavior on custom buttons
- [Mac] Undoing on an empty project locks the camera
Known Issues:
- Crash report is not available on Ubuntu
- Some url buttons might not work on Linux, see:https://support.allegorithmic.com/documentation/display/SPDOC/Link+buttons+don%27t+work+on+Ubuntu
Linux support is all I needed.
UDIM support is just right around the corner for blender,
This is all i needed
Thx for the update.
KERNERSVILLAN This feature is still in private beta at the moment. We'll release more details when we get closer to the public release.
JOSHUAG No, it will only update/replace the materials that are shipped with SP.
UDIM support! thank you, I am now very happy. These videos are fantastic and thank you for adding all the export functions to Maya Arnold, Unreal, Modo and so on. It will make going between projects a breeze.
Allegorithmic's software is amazing, from now on it's going to be the go to software.
https://www.youtube.com/watch?v=IkpUdRohm8g
https://www.youtube.com/watch?v=k89--dny9mY
I'm wondering though, what GPU drivers are supported/recommended? I just installed the trial on manjaro, and the catalyst driver works fine, but the open source amdgpu driver (2016.05.04) gives me this error in the log, and the viewport shows only black or purple:
Anyway, really excited to see this software working natively on linux. You guys are awesome.