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Substance Painter - Latest Build - 2019.1

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  • JedTheKrampus
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    JedTheKrampus polycounter lvl 8
    Mesa and proprietary drivers both implement the EXT_gpu_shader4 functionality, but Mesa doesn't expose it as an extension since all of the features the extension provides to GLSL are also core in OpenGL version 3.0 (although the extension itself isn't core.) SP2 should work fine without the extension on Mesa drivers as long as the shaders use #version 150 or later, which I assume they do. For all intents and purposes it's a legacy extension on Linux. Not sure about OS X, though. Their OpenGL implementation is weird.
  • Jerc
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    Jerc interpolator

    2.1.1


    Changes:
    • [License] Be able to change the license file location
    • [Viewport] Add a "B" shortcut to cycle between additional maps
    • [Import] Allow to import FBX 2016/2017 properly
    • [Tool] Remove checkers when using the quick mask
    • [Iray] Add scene dimensions information
    •  [Iray] Allow to increase maximum number of samples and render time
    •  [UI] Update result immediately when using +/- button on sliders
    •  [UI] Allow greater precision for Grayscale sliders
    •  [Export] Don't export an alpha channel for textures being RGB only
    •  [Export] Update Dota 2 export preset


    Fixes:
    •  [Export] Impossible to export PSD files in 8bits
    •  [Export] 8K export is not available on some hardware configurations
    •  [Export] Sketchfab window is cropped
    •  [Export] Incorrect roughness map in Spec/Gloss export preset
    •  [UI] Typing in grayscale sliders doesn't work anymore
    •  [UI] Impossible to put filters into substance inputs (like Generators)
    •  [UI] Some sliders have odd behaviors
    •  [UI] DeltaTime +/- step for particles is too big
    •  [Iray] Some projects block the application when switching to Iray
    •  [Iray] Crash when detecting hardware
    •  [Tool] Brush preview color is incorrect in Mask mode
    •  [Tool] Material picker can be used with incompatible tools
    •  [Tool] Projection preview don't switch to Diffuse with Spec/Gloss workflow
    •  [Shelf] Changing default shader breaks smart mats/smart masks previews
    •  [Shelf] Some smart materials have incorrect names
    •  [Shelf] Additional alpha shapes are corrupted and won't load
    •  [Viewport] Switching to "Additional map" mode display "other" first
    •  [Viewport] Viewport switch back to "other" when an additional map doesn't exist
    •  [Crash][Linux] Crash report doesn't work on Ubuntu (Steam)
    •  [Crash][Linux] Web URL links don't work on Ubuntu (Steam)
    •  [Crash][Windows] Remove "crashwatcher" when Substance painter doesn't run anymore
    •  [Crash][Mac] Crash report system doesn't work properly
    •  [Crash] Importing a mesh while already importing a mesh lead to a crash
    •  Texture set picking shortcut reset to nothing after a relaunch
  • samnwck
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    samnwck polycounter lvl 9
    I still seem to be unable to export 8k maps.

    Computer specs:

    ------------------
    System Information
    ------------------
          Time of this report: 7/3/2016, 12:56:37
                 Machine name: SAMSPC
             Operating System: Windows 10 Home 64-bit (10.0, Build 10586) (10586.th2_release_sec.160527-1834)
                     Language: English (Regional Setting: English)
          System Manufacturer: ASUS
                 System Model: All Series
                         BIOS: BIOS Date: 08/15/14 17:03:32 Ver: 16.03
                    Processor: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
                       Memory: 32768MB RAM
          Available OS Memory: 32704MB RAM
                    Page File: 53063MB used, 13434MB available
                  Windows Dir: C:\WINDOWS
              DirectX Version: 12
          DX Setup Parameters: Not found
             User DPI Setting: Using System DPI
           System DPI Setting: 96 DPI (100 percent)
              DWM DPI Scaling: Disabled
                     Miracast: Not Available
    Microsoft Graphics Hybrid: Not Supported
               DxDiag Version: 10.00.10586.0000 64bit Unicode
    ------------
    DxDiag Notes
    ------------
          Display Tab 1: No problems found.
          Display Tab 2: No problems found.
            Sound Tab 1: No problems found.
            Sound Tab 2: No problems found.
            Sound Tab 3: No problems found.
            Sound Tab 4: No problems found.
              Input Tab: No problems found.
    --------------------
    DirectX Debug Levels
    --------------------
    Direct3D:    0/4 (retail)
    DirectDraw:  0/4 (retail)
    DirectInput: 0/5 (retail)
    DirectMusic: 0/5 (retail)
    DirectPlay:  0/9 (retail)
    DirectSound: 0/5 (retail)
    DirectShow:  0/6 (retail)
    ---------------
    Display Devices
    ---------------
              Card name: NVIDIA GeForce GTX 780
           Manufacturer: NVIDIA
              Chip type: GeForce GTX 780
               DAC type: Integrated RAMDAC
            Device Type: Full Device
             Device Key: Enum\PCI\VEN_10DE&DEV_1004&SUBSYS_17843842&REV_A1
         Display Memory: 19365 MB
       Dedicated Memory: 3013 MB
          Shared Memory: 16352 MB
           Current Mode: 1920 x 1080 (32 bit) (60Hz)
           Monitor Name: Generic PnP Monitor
          Monitor Model: ASUS VH238
             Monitor Id: ACI23C3
            Native Mode: 1920 x 1080(p) (60.000Hz)
            Output Type: DVI
            Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um,nvwgf2um
    Driver File Version: 10.18.0013.6839 (English)
         Driver Version: 10.18.13.6839
            DDI Version: 12
         Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1
           Driver Model: WDDM 2.0
    Graphics Preemption: DMA
     Compute Preemption: DMA
               Miracast: Not Supported
    Hybrid Graphics GPU: Not Supported
         Power P-states: Not Supported
      Driver Attributes: Final Retail
       Driver Date/Size: 6/2/2016 12:00:00 AM, 17432544 bytes
            WHQL Logo'd: Yes
        WHQL Date Stamp: 
      Device Identifier: {D7B71E3E-5344-11CF-4541-89371CC2C735}
              Vendor ID: 0x10DE
              Device ID: 0x1004
              SubSys ID: 0x17843842
            Revision ID: 0x00A1
     Driver Strong Name: oem20.inf:0f066de3181e420a:Section009:10.18.13.6839:pci\ven_10de&dev_1004
         Rank Of Driver: 00D12001
            Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C 
            DXVA2 Modes: DXVA2_ModeMPEG2_IDCT  DXVA2_ModeMPEG2_VLD  DXVA2_ModeVC1_D2010  DXVA2_ModeVC1_VLD  DXVA2_ModeVC1_IDCT  DXVA2_ModeWMV9_IDCT  DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT  DXVA2_ModeH264_VLD_Stereo_NoFGT  DXVA2_ModeH264_VLD_NoFGT  DXVA2_ModeHEVC_VLD_Main  DXVA2_ModeMPEG4pt2_VLD_Simple  DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC  
           D3D9 Overlay: Supported
                DXVA-HD: Supported
           DDraw Status: Enabled
             D3D Status: Enabled
             AGP Status: Enabled
               MPO Caps: Not Supported
            MPO Stretch: Not Supported
        MPO Media Hints: Not Supported
            MPO Formats: Not Supported
              Card name: NVIDIA GeForce GTX 780
           Manufacturer: NVIDIA
              Chip type: GeForce GTX 780
               DAC type: Integrated RAMDAC
            Device Type: Full Device
             Device Key: Enum\PCI\VEN_10DE&DEV_1004&SUBSYS_17843842&REV_A1
         Display Memory: 19365 MB
       Dedicated Memory: 3013 MB
          Shared Memory: 16352 MB
           Current Mode: 1920 x 1080 (32 bit) (60Hz)
           Monitor Name: Generic PnP Monitor
          Monitor Model: ASUS VH238
             Monitor Id: ACI23C3
            Native Mode: 1920 x 1080(p) (60.000Hz)
            Output Type: DVI
            Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um,nvwgf2um
    Driver File Version: 10.18.0013.6839 (English)
         Driver Version: 10.18.13.6839
            DDI Version: 12
         Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1
           Driver Model: WDDM 2.0
    Graphics Preemption: DMA
     Compute Preemption: DMA
               Miracast: Not Supported
    Hybrid Graphics GPU: Not Supported
         Power P-states: Not Supported
      Driver Attributes: Final Retail
       Driver Date/Size: 6/2/2016 12:00:00 AM, 17432544 bytes
            WHQL Logo'd: Yes
        WHQL Date Stamp: 
      Device Identifier: {D7B71E3E-5344-11CF-4541-89371CC2C735}
              Vendor ID: 0x10DE
              Device ID: 0x1004
              SubSys ID: 0x17843842
            Revision ID: 0x00A1
     Driver Strong Name: oem20.inf:0f066de3181e420a:Section009:10.18.13.6839:pci\ven_10de&dev_1004
         Rank Of Driver: 00D12001
            Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C 
            DXVA2 Modes: DXVA2_ModeMPEG2_IDCT  DXVA2_ModeMPEG2_VLD  DXVA2_ModeVC1_D2010  DXVA2_ModeVC1_VLD  DXVA2_ModeVC1_IDCT  DXVA2_ModeWMV9_IDCT  DXVA2_ModeH264_VLD_Stereo_Progressive_NoFGT  DXVA2_ModeH264_VLD_Stereo_NoFGT  DXVA2_ModeH264_VLD_NoFGT  DXVA2_ModeHEVC_VLD_Main  DXVA2_ModeMPEG4pt2_VLD_Simple  DXVA2_ModeMPEG4pt2_VLD_AdvSimple_NoGMC  
     
           D3D9 Overlay: Supported
                DXVA-HD: Supported
           DDraw Status: Enabled
             D3D Status: Enabled
             AGP Status: Enabled
               MPO Caps: Not Supported
            MPO Stretch: Not Supported
        MPO Media Hints: Not Supported
            MPO Formats: Not Supported



  • Froyok
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    Froyok greentooth
    @samnwck You should be able to export in 8K, can you also send me your log file ? See : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file
  • pior
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    pior grand marshal polycounter
    Could these change logs be linked from the update popup ? I was recently prompted to upgrade to 2.1.1 1251 on startup, but had to hunt around (facebook page, Substance forums, and finally here) to find what it is about, since the popup itself said nothing about the update.


  • pior
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    pior grand marshal polycounter
    Also as of 2.1.1 shelf drag and drop for spmsk doesn't seem to work. Working fine for exr, sbsar and spsm though.
  • Froyok
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    Froyok greentooth
    pior said:
    Could these change logs be linked from the update popup ? I was recently prompted to upgrade to 2.1.1 1251 on startup, but had to hunt around (facebook page, Substance forums, and finally here) to find what it is about, since the popup itself said nothing about the update.


    Our release note is available here : https://www.allegorithmic.com/products/substance-painter/release-notes I will see if we can add a link in the dialog.
    pior said:
    Also as of 2.1.1 shelf drag and drop for spmsk doesn't seem to work. Working fine for exr, sbsar and spsm though.

    It works fine on my side if I import it in the current "session" or "shelf". Presets (including smart materials and smart masks) can't be imported into a project.
  • pior
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    pior grand marshal polycounter
    Hi Fabrice, thanks for the follow-up.

    Good to hear about the release notes - I think this sort of things should always be as easy to access as possible, straight from where it matters (that is to say, the app itself). Even if a clickable link is not possible, just having the link in plain text would be great.

    As for the spmsk import issue, here is what I am getting using the Sunfade mask available from Substance Share. I *think* I remember it importing fine before 2.1.1, but I am not 100% sure. That said, what I am observing is that none of the drag and drop import options succeed in bringing it in, whereas placing it manually into the documents folder works properly.

    https://www.youtube.com/watch?v=9ZLW8oRiQMk&feature=youtu.be

    So, if this is intended/expected behavior, there should definitely be a popup window warning the user that what is being attempted is not supposed to work, with clear instructions on how to do things properly. Your "file>import ressource" popup warning is a fantastic example on how to do things right UX wise - it might be a dead menu entry, but it does a great job at pointing the user in the right direction. I think this philosophy of easy discoverability could be applied to other areas of the program with great success.
  • Jerc
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    Jerc interpolator

    SP 2.2.0



    Changes :
    • [Shelf] Improve search system and queries
    • [Shelf] Add search field for mini-shelves
    • [Shader] Allow to define step precision for sliders
    • [Shader] Add an Undo/Redo button for shader parameters
    • [Shader] Reloading a shader should not reset its parameters
    • [MaterialLayering] Add support for Dynamic Material Layering and sub-stacks
    • [MaterialLayering] Allow to import json file to setup the shader settings
    • [MaterialLayering] Unlock texture samplers limit (switch to Bindless textures)
    • [Scripting] Allow to set bakers settings and launch their computation
    • [Substance] Use "usage" for inputs/outputs connections in addition of identifiers
    • [Tool] Allow to select the preview channel in the viewport for the Projection Tool

    Fixes:
    • Crash during launch if substances are located in wrong folder
    • Crash report sometimes doesn't work because of incorrect log file
    • [Iray] Post effects don't refresh when Iray is paused
    • [Iray] Auto-focus shortcut doesn't work anymore
    • [Iray] Aperture slider behavior change depending of asset size
    • [Layers] First material channel is not enabled by default if they are all disabled
    • [Shader] No errors are printed if a "param auto" is incorrect
    Know Issue:  [Mac] Texture samples limit is locked at 16 (GPU driver issue)

    http://www.youtube.com/watch?v=vOx57nwt92c

    http://www.youtube.com/watch?v=hVXroe8e88s
  • LaurentiuN
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    LaurentiuN polycounter
    Awesome update, u guys rock!!!
  • acealmighty13
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    acealmighty13 polycounter lvl 10
    Mind blown once again.  Allegorithmic always finds a way to one up themselves on software that's already superb.  Amazing work guys! 
  • SamirDuran
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    SamirDuran polycounter lvl 6
    Hey there. Good job with this update!
    Is there any chance that you guys will fix that well known problem with performance on GTX 970 gpu? Are you working on this? Or maybe that's Nvidia' issue?

    Thanks in advance for response.
  • Jerc
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    Jerc interpolator
    Thanks guys! The GTX 970 issue is a hardware problem so there is nothing we can really do in the short term, but the work we are doing for future Udim support should allow to workaround the issue.
  • kernersvillan
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    kernersvillan polycounter lvl 9
    Jerc, this is an awesome addition!  Are there any plans to add support for more than 4 materials?


  • Jerc
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    Jerc interpolator
    You can already have more than 4 materials. You can modify the default layered shader and add additional material layers if you want.
    We haven't included a higher number of materials by default because it may not work properly on older hardware.
  • Bek
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    Bek interpolator
    With material layering UI, you should rename material1 to material0, so mask(1) matches material 1, mask2 -> material 2 etc. Seems slightly more intuitive than Mask2 affecting Material1. Also, watching that second video, I wonder how useful it would be to be able to instance "paint" layers across your MatLayer mask1,2,3. So you don't have to redo the same paint across multiple masks.
  • ant1fact
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    ant1fact polycounter lvl 9
    Good idea on Bek's part I'd say
  • Tzur_H
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    Tzur_H polycounter lvl 9
    I love the addition of the layered materials.

    To second on what Bek suggested, I actually think the layer masks should be renamed to; "Material 2 - Mask" (starts at 2 because 1 is base), "Material 3 - Mask" and so on...I think it's the best way to show the connection between the mask and the material you are working on.  You can't get confused with such naming!
  • Jerc
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    Jerc interpolator
    Thanks for the feedback, indeed we'll update the default shader in a future update with better names, in the meantime, you can easily edit the shader and change the mask names.
  • gfelton
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    gfelton polycounter lvl 6
    Sucks that there is an issue with 970's, especially considering how I have 2 of them as my GPU's :/ I have faith in you guys though, Substance has been fantastic so far, an insane amount of fun to work with! :D
  • DianMozokov
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    DianMozokov polycounter lvl 5
    Great update futures indeed! =)
  • killnpc
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    killnpc polycounter
    Amazing software. Awesome updates.
  • malcolm
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    malcolm polycount sponsor
    Hi Jerc, is the masking system limited to only 4 layers, or can you add more through the interface?
    Also do you know any games that are running the layers in real time, or is everyone still baking these out to standard textures for use in engine. For example do you know if Order 1886 actually runs the tiling texture in real time blended together with the masks, or do they composite it to a classic albedo, normal, roughness baked into 0-1 uv's for use in game.
  • Jerc
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    Jerc interpolator
    Hey Malcolm! The default shader we provide only supports up to 4 materials, but you can easily edit the shader to support more.
    We don't have the UI to support dynamically adding or removing layers yet.

    As for real time unbaked layers, a few already released titles come to mind: Uncharted 4, Paragon, the new Unreal Tournament, open world Ubisoft games, and a lot of unreleased games I can't yet talk about, it's getting pretty common from the discussions we have with various studios.
    (I'm not sure if they ended up baking stuff down for The Order)

    Each studio seems to have its own tricks to make it work performance wise and we see very different technical solutions from one to another.
  • malcolm
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    malcolm polycount sponsor
    Jerc, thanks for the info, very helpful. I'm really surprised to hear there are actual games on this generation preserving the tiling layers at run time, very cool. That will definitely be the future when we don't worry about resolution and just worry about creating nice masks.

  • kernersvillan
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    kernersvillan polycounter lvl 9
    Jerc, where do you edit the shader to allow for more layers?  Is there a way in the app itself, or does it have to be done in the json file?

    malcom, we use material layers almost entirely on assets in Unreal Tournament, and we run at 120hz on high end ;)  
  • malcolm
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    malcolm polycount sponsor
    kernersvillan, very cool! And you're going to be able to ship the real time masking at 30fps on xbox one? Is there any public documentation I can take a look at and pass on to our tech art team. I'd love to start working this way at some point.
  • kernersvillan
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    kernersvillan polycounter lvl 9
    Well, we're PC only, but we have comparable lower specs that would run 30fps on Xbone.  Paragon runs at 60fps on PS4 and uses them as well. There's really no magic to it, were just basically using more texture samplers in order to get better tiling/fidelity controlled through a mask/masks. The only public documentation on them I believe is on our UDN at https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/

    You can also download the Unreal Tournament editor off of the Epic launcher and take a look at our shaders. Our weapons and characters use this technique as well.  
  • malcolm
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    malcolm polycount sponsor
    Cool thanks for the info Josh! We've been working this way for a couple years now, but I'd love to run the masks in real time so we can have infinite texture resolution and stop worrying about object scale or gun scope zoom and low resolution looking textures. I guess the issue is that it costs fps which is why I'm assuming we're not doing it. So for UT, you are using the tiling layers on small props as well?
  • Jerc
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    Jerc interpolator
    kernersvillan The shader file itself (.glsl) can be modified, and the UI in Painter + the exported json file will adapt accordingly.
    Increasing the number of layers boils down to copy pasting the textures and materials definition at the begining of the shader to add new ones and duplicating the few lines of code in the fragment shader doing the blending between the layers.
  • malcolm
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    malcolm polycount sponsor
    More than 4 layers is a must for a lot of objects, I think you should actually default the shader to 9, the bottom layer doesn't need a mask, and then you have two channel packed textures which would be 8 layers. Also in the interface it's quite confusing that you've put the top layer at the bottom, the rest of painter mimics photoshop where the top layer is the top layer, but for the masking stuff it's inverted which is really confusing. Could you flip it so the top layer renders on top of the bottom layer visually and technically.
  • kernersvillan
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    kernersvillan polycounter lvl 9
    malcom, I can only think of a couple of props that dont use this method in UT ;)  

    Jerc, thanks for the answer.  Is there a way that you can add that functionality directly in Painter itself with a "add additional material" button, without the hassle of having to modify code?  Our character artist was trying to add extra material slots in the code itself yesterday but was getting crashes.  There seemed to be a lot of variables involved, and Im just a dumb artist who likes clicking buttons instead of modifying code ;)   
  • Jerc
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    Jerc interpolator
    Yeah we don't have a way to make the UI dynamic and adapt to an uber shader in which we could turn layers on or off yet.
    That being said, we will likely add a shader that blends up to 10 layers in an upcoming update. Then you don't need to fill all the slots for it to work.

    I'll see if I can find some time to create the shader and post it here before that.
  • musashidan
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    musashidan high dynamic range
    Another great update Jeremie. Congrats. I know I always ask for this and I know Sebastien said a revamp of the shelf is on the way but, what I really miss the most is a sub-folder shelf system. This would make texture/alpha organisation so much more user-friendly. Also, is there any plans to implement some sort of baked map refresh? What I mean is let's say I bake my NM and add stamp details. In order to have those details propogate to my NM and be picked up in filters/generators/etc I have to export/reimport my NM with the added details. It would be great if this was automated somehow. Once again, thanks for all the hard work. :)
  • kernersvillan
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    kernersvillan polycounter lvl 9
    Awesome Jerc, thanks so much!  Our UT art team is transitioning to Substance and this material layer update is going to make it a lot smoother  ;)
  • Jerc
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    Jerc interpolator

    SP 2.3.0


    The 2.3 version brings a full Photoshop export path from Substance Painter. Layers, masks and blending modes can now be transferred to Photoshop and each individual channel is exported in its own PSD.

    Although we believe Substance is the future of texturing, Adobe Photoshop remains the pivot of many artists' toolboxes and we felt having a consistent way to build PSD out of Substance Painter projects would help artists harness the full potential of their toolset and make sharing or delivering assets made with Substance Painter easier.

    Changes :
    • [Plugin] New "Export to Photoshop" plugin (export complete layer stack)
    • [Export] Allow to specify the width of the padding (in pixels or infinite) 
    • [Export] Allow to set the type of backgorund outside of the UVs
    • [Shelf] New material layering shader to blend 10 materials
    • [Shelf] New clay shader to view details with the height/normal channel
    • [Shelf] New baked lighting filter with environment input
    • [Shelf] Updated some mask generators to add non-square transformations
    • [Viewport] Add composited normal map (normal+height+bake) to the solo mode
    • [Scripting] Allow to export additional maps
    • [Scripting] Allow to query available Additional maps per Texture Set
    • [Scripting] Allow to retrieve channel format
    • [Scripting] Add examples in the baking documentation
    • [Scripting] Allow to query the visibility of a layer
    • [Scripting] Allow to query layer's blending mode and opacity
    • [Scripting] Allow to export converted maps (final normal maps, mixed AO, etc.)
    • [Substance] Read and connect custom usages
    • [Shortcuts] Add modifier key (SHIFT) to cycle solo mode backward
    • [Export] Updated default export preset to disable alpha
    • [UI] Thumbnails are now only computed if the engine is available
    • [UI] Display a mention when thumbnails are computing

    Fixes:
    • Crash with some old projects when opening them
    • Crash with corrupted texture channels cache
    • Crash when blending more than 4 materials with Material Layering workflow
    • [UI] Tool shortcuts don't work if the toolbar is hidden
    • [UI] Iray toolbar is labeled "Untitled" in the View Menu
    • [UI] Plugin toolbars are named "Untilted" in the View Menu
    • [Baker] Pressing Enter while editing a bake setting launches the bake process
    • [Baker] Incorrect ranges for some parameters
    • [Import] Impossible to import OBJ meshes because of very big numbers
    • [Import] Some OBJ files are imported with too many sub-objects
    • [Export] channel background is filled with black instead of default color at export
    • [Tool] Particles don't work properly if FOV is too low
    • [Tool] Brush preview color is incorrect with masks in sub-stacks
    • [Viewport] When brush goes into empty areas in 2D view it becomes gigantic
    • [Viewport] Blank brush preview when painting Normal textures
    • [Scripting] Incorrect documentation : "ao" listed instead of "ambientocclusion"
    • [Scripting] Process started with subprocess() is killed when closing Painter
    • [Shelf] Baked lighting filter use incorrect AO input
    • [MacOS] Removed Fire Hydrant project (incompatible)
    • Default project opens when loading a *.spt file (instead of *.spp)

    Know Issue:  [Plugin] Due to Photoshop's blending modes limitations, the height and normal channel blending can't be transfered perfectly.

    http://www.youtube.com/watch?v=6oJrot26ebI
  • skyline5gtr
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    skyline5gtr polycounter lvl 11
    Wow thats awesome 
  • Geezus
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    Geezus mod
    • [Viewport] Add composited normal map (normal+height+bake) to the solo mode
    Best update ever.
  • Justo
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    Justo polycounter
    Nice, thanks as usual for the video explanations.
  • SolSkyre
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    SolSkyre polycounter lvl 9
    I don't get the need of that Photoshop export feature, I'll not be able to see what I am doing inside of PS and DDO allows me to see the changes I have made to the document. I'd want to create my texture from scratch if I go PS way of texturing. Also there is no go back button :(
    If only we got PS brush support, that would have made sense.
  • musashidan
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    musashidan high dynamic range
    Although I'm hugely appreciative of the lightning development of SP and the continued great improvements, I'm not sure the PS export is too useful. At first I thought it would be a live bridge with the ability to augment channels using PS tools(like adding details to NMs a-la NDO), or using traditional PS texturing techniques.
    Maybe in the future.....;)

    As always, thanks for the update/fixes.
  • Jerc
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    Jerc interpolator
    The target audience of this export plugin is mainly artists and companies who need to provide PSDs to clients or colleagues who may not have access to Painter.
    It doesn't change our plans to bring more PS tools in Painter in the future and really is a separate story :)

  • ceebee
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    ceebee polycounter lvl 14
    Awesome update Jeremie!

    Digging these changes:
    [Shelf] New baked lighting filter with environment input (good for generating a good base for handpainting diffuse-only stuff)
    [Export] Allow to specify the width of the padding (in pixels or infinite)
    [Viewport] Add composited normal map (normal+height+bake) to the solo mode

    These are super handy changes. Keep em coming! :)
    The photoshop stuff, yeah...personally for me I'm trying to replace Photoshop entirely so I don't care too much but I totally understand the people who are forced to use PS or PSDs.

    The only thing I'm still waiting on is the ability to change the color picker hotkey to a Hold/Press instead of a Toggle. That would help handpainting stuff a bit and I can't imagine it's too difficult to implement.
  • _Kratos_
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    _Kratos_ polycounter lvl 11
    Hey guys! Thanks for adding this! +1 to bring it back to Painter... same kinda style as 3DCoat...
  • musashidan
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    musashidan high dynamic range
    Jerc said:

    It doesn't change our plans to bring more PS tools in Painter in the future and really is a separate story :)

    I had a sneaking suspicion that you would say that.  :)
  • cptSwing
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    cptSwing polycounter lvl 11
    Jerc said:
    The target audience of this export plugin is mainly artists and companies who need to provide PSDs to clients or colleagues who may not have access to Painter.


    And - without having tested the newest release - I'm very happy for it!
  • travisdreams
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    travisdreams polycounter lvl 6
    I'm getting an error message with the PSD export. It'd pop up along the export and just gives up giving me the rest of the textures. So i'm left with all my textures besides the diffuse or normals when given the error . Here's the message i get:




  • Jerc
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    Jerc interpolator
    What version of Photoshop are you using?
    Does it appear during the export phase or the psd constructing phase in Photoshop?
  • travisdreams
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    travisdreams polycounter lvl 6
    Jerc said:
    What version of Photoshop are you using?
    Does it appear during the export phase or the psd constructing phase in Photoshop?
    I'm on photoshop CS4 and it happens during the psd constructing phase of photoshop
  • Jerc
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    Jerc interpolator
    Ha indeed the plugin only supports CS5 and up. :(
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