I have just did another try and puzzled what they did it for. Imo for regular environment tiling textures it's monstrously inconvenient.
Everything it can do is perfectly re-creatable in Substance Painter + filters done in SD with much more options and in much more flexible manner .
Evrything what SPainter can't do is rather bad.
1. Layers depth based or whatever else layer blending. Painter could do perfectly same with extra hand painting option like in Quixel Mixer to adjust heights of both layers, added height gradients, more precise levels based mix adjustment and so on and on. So much more convenient and controllable.
2. Procedural effects are all looks kind of "procedural" and unrealistic with zero access to actual Node structure SD provide to adjust things subtly.
Same pain in the a... in Painter too actually but at least there you can hand-paint a mask to kill especially bizarre procedurals .
3. I can't find any tools to scale bitmap fill precisely . An extremely important option. Also kind of a huge pain in SPainter but at least you can scale 1,3 or 0,7 there smoothy
4. in Painter I can do non-square textures in Alchemist I can't
5. In Painter I can place a separate non-tilable detail in its own exact place in Alchemist it's all procedural and never right.
6. Clone tool looks same in SPainter (not very good in both)
7. De-lighter is a joke basically doing same hipass as everywhere . Not even close to
https://lightbrush.org/ I happened to buy it before they gone subscribtion.:)
So what am I missing ? Alchemist looks imo like a quintessence of everything I don't like in Substance Designer after they kill an option to hand- paint masks and at the same time looses all other its advantages.
ps. why I can't find a way to load both color and height image . Do somebody makes height from color image in 2019?
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There are also many issues around dependencies and change propagation with Painter that don't appear to be as problematic in alchemist.
We will be using it in our studio to allow environment artists to generate tileable textures from materials generated by specialist material artists - essentially it'll be equivalent to Painter but for tileables.
I don't see any advantage in it as a single user or small team if you already have designer but for larger studios where you want more people to create maps but you don't want them messing values up it's sort of ideal