Is former Alchemist capable to work with non-square textures now?
Have it's AI improved in depth reconstruction and especially de-lighting or it's still same hipass mostly?
Is it respect pixel grid to move something exactly 1 pix without blurring everything like Designer with every move and crop i.e ready to compose/re-shuffle something from bitmap blocks/objects like in Photoshop with pattern preview?
How it's in Designer itself now?
Any new cool changes in Painter. Is baking there still same pain in a.. with never ending flow of puzzles and glitches and I should try to abandon Marmoset and go Painter ? i,e something convenient to tweak/ paint ray distances and rays direction?
Is the new modelling Designer worth trying or it's better to stick to Houdini and Blender's Sverchok/construction nodes?
From how monstrously inconvenient the node system in Designer is ( i mean inside pixel and value processors) comparing to Blender for example I am kind of afraid to even try it . It's only 3d max MCG that is ahead of Designer in being undecipherable/ unreadable puzzle.
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Its basically in a beta state at the moment IMO - it's quite crashy, there's a pretty rudimentary set of prebuilt nodes, documentation is incomplete and you can't work with subgraphs (yet?) - I find that last bit the most frustrating.
The initial learning curve will be fine if you've used mdl graphs - if you've not, it'll be a bit strange
Its worth noting some of the default values are set wrong which is a bit confusing (eg., transform node defaults to 0-1 when it should really be 0-100)
Today I've made a tool that'll place bricks in a brick pattern across a cube - all parameterised etc., lofted a bunch of splines, dicked around with the bend tools etc. I'm really looking forward to digging further into it
Houdini it is not. If history is anything to go by it'll develop quite rapidly and I'd expect it to be a reasonable alternative for small, simpler jobs (i.e what 99% of indie users do with Houdini). The graph editor is naturally much better than the Houdini one (because designer has the best graph editor on the market)
in terms of output - Adobe are clearly trying to make us all buy Stager so the only place you can use an .sbsm is there - hopefully they'll eventually realise that nobody gives a fuck about Stager and allow you to bake from them in Designer - in the interim there's fbx
The nicest surprise was discovering the Indie subscription price has dropped pretty significantly if you pay yearly - over 50quid less for me
for illustration, this is the brick placement thingy graph
and what comes out
Gnoop.
There doesn't seem to be a lot of interconnectivity between model graphs and materials yet but you could certainly throw your own objects in and I don't see any reason why you couldn't randomise positions etc.
The stack and merge nodes would allow for trim sheet generation pretty easily. There's just a few hoops to jump through
Right now it feels like the basics are in place and in a version or two we'll have something genuinely useful. The real challenge to my mind is working out how to take advantage of the new tools with am established pipeline in place - the line between modelling and surface work has been blurry for a while but this really throws a spanner in the works.