We have another surprise for GDC this year:
Substance Painter 1.3!
The new features include:
- Smart Materials (choose from a wide library or create your own)
- Blazing-fast integrated bakers (Normal, AO, Curvature and more)
- Tri-planar projection
- Shadows and transparency in the 3D view
- Tons of fixes and UI improvements
All of this is coming
March 4th!
I'll post feature previews here in the meantime and if you guys have any question about the upcoming update, go ahead!
Replies
I am curious what those smart materials are and what benefits we have from that. All of this is not much information but sounds great. Good job!
Will the transparency also come to Designer 5 at release? I also love the new export window from version 1.2 and would like to see that in Designer, too
March 4th is the day I can't wait for
And of course you will be able to share these presets if you want.
MikkT is planned with the bakers.
This is why it is so hard for us in the studio to implement this software; basic and very important features are missing.
If I missed something and there actually is a possibility to draw a straight line please let me know how and I will shut up
That's good what about the viewport? Currently the viewport aren't sync with MikkT.
Ruler on tablet dawg
It allows you to project any image/material on the 3 axis around the model and "wrap" it so that there are no seams anywhere, like a cheap way of faking a 3D texture.
No, not this time.
That's freakin awesome! just in time for Unreal Engine 4.7 release,which will be finally sync with MikkT Space thanks to JedTheKrampus!
2. Does the software have the option to not render the high poly so that we can load zbrush models in just like xnormal currently does ? This is a must.
3. Does it include half-hemisphere and flat floor baking options similar to Topogun and without having to render the high poly on screen ?
4. Bent Normals, prtP and prtN baking, Cavity map similar to xnormal, a working height map baker not like xnormals it sucks,
5. Normal map baking that helps sync the normals to target engines such as 3ds max marmoset etc. without going to another software package to run it (handplane)
This next one sounds even more fun.
CIG Austin.
is that new lighting for 1.3?
Will the new version include:
- export layers from project to PSD with layers?
- more shaders (previous gen bumped/specular and specular/roughness PBR)?
Anyway, Substance Painter is amazing program! Cant wait for the new release!
Thx
I would freak out so much if this feature was present. One of the main options I truly miss from 3Ds Max baking tools.
1. Yes, the bakers in Substance Painter will be as powerful as the ones in Substance Designer.
2. We don't load the high-poly in Substance Painter, only the baker will load it in memory, and this will be only during the time of the baking.
3. No, but that's something we can add later.
4. As mentioned in 1., bakers are similar to Substance Designer, so you will have Bent Normals. However if you want the Cavity map and prtP/prtN maps I suggest requesting them on our uservoice channel : https://allegorithmic.uservoice.com/forums/261284-substance-painter
5. For the moment we will support Mikkt (xNormal/Blender/UE4). Unity will be added in a second pass. Users will also be able to load their custom tangent space too. Note that we alos load the tangent/binormals from the mesh to read and compute the normals map, so using an FBX file with the correct settings will assure the best sync possible.
I'm afraid not yet.
No color toggle yet, we are still thinking about how we can integrate this system in our multi-channel workflow. No copy/paste between layers either.
The UI improvements concern for example the effect stack (when attached to a layer), you can now reorganize them which will help a lot to design smart materials.
- Not yet.
- We will have new shaders to support our new render features, but no official Spec/Gloss support yet. It's planned for the next version hopefully.
Froyok, I noticed the Baker idea on uservoice has half the comments including AO/Cavity. In any case I created a new idea vote just for AO/cavity on here: https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/7126545-baker-and-output-for-cavity-ao-map <--Bubba91873 get your votes in!
I think he meant the ability to make the baker read and bake only meshes that share the same material ID, so you don't have to explode the models for baking to avoid intersection problems. Is this possible in Substance?
- match low poly to high poly only when their mesh name is the same in SD 5.0 and hopefully SP 1.3.
- do that also by comparing the material IDs instead in SD 5.1 / SP 1.4.
I should mention its either really slow or smooth depending on where I paint. This is on a 1K map BTW.
edit: Tried it with my own mesh, its blazing fast!
Is it possible to bake opacity map in SP 1.3? Took a very quick look and couldn't find a way...
http://support.allegorithmic.com/documentation/display/SD46/Opacity+Mask+from+mesh
but now I miss the sun specularity xD
already planned for the next versions?