Substance Painter 是一个全新的次时代纹理贴图绘制软件,让你可更符合现今游戏中的贴图制作更加容易。
Particle Painting粒子绘制● 在你的物件上撒水、丟土甚至是火,并且即时的看着其逼真的风化效果。
粒子笔刷使用真实的物理模拟,用一种拟真的方法來为你的模型加上磨损与撕裂效果。
Material Painting 材质绘制● 一次绘出所有的材质,同时几秒內便可为你的贴图加入精巧的细节。
Allegorithmic Substance Painter MacInfo:Substance Designer is a node-based texture compositing tool that allows you to create Substance files or bitmap textures.
You can use it to texture assets and also bake model information (ex: normal, displacement, curvature etc.
).
It contains a wide library of tools, materials and procedural effects to help you achieve your goals in a fully non-destructive workflow.
Added:New overall style (icons, color, behavior)New default layout[Tablet] User experience enhancement while painting[Main menu] Sort native items in views and toolbars first[Main menu] Move quick mask actions in viewport section[Main menu] Move right-click actions into viewport section[Main menu] Rename “View” menu as “Window”[Quick menu] New tool properties by right click in viewport[Dock widget] New dock toolbar for quick reduce/recall[Display settings] Camera and viewer settings window merged[Layer stack] Contextual right click menu[Layer stack] Drag and drop to move any effect within the same layer[Toolbar] Reorganization of toolbar and new contextual toolbar[Tools toolbar] Split clone tool into two separate tools[Tools properties] Lighter background grayscale value in the preview[Tools properties] Organization in tabs (fill and tools)[Tool] Painting result matches the stencil[Viewport] New cursor for fill layer[Viewport] Smoother navigation and painting (higher frame rate)[Viewport] Material/Channel/Map selection combobox in viewport[Viewport] Reduce flickering while rotating (shadow on)[Shelf] Display materials by default when opening Painter[Shelf] Loading time improvement of Substance textures and materials (2 to 6 times faster)[Shelf] Reorganize materials folders to fit Substance Source structure[Shelf] Drag and drop materials directly on the mesh in the viewport[Shelf] New 3D Noises (Perlin, Perlin Fractal, Simplex and Worley)[Shelf] New 3D Linear Gradient mask generator using mesh position[Shelf] Updated base Noises to support non square expansion[Shelf] Added new template and export preset for Lens Studio (Snap application)[Shelf] Updated Smart Materials and Smart Masks to use latest version of the Mask Editor (micro details)[Shelf] New sample project “TilingMaterial” to create seamless tiling materials[Shelf] New brush presets (Calligraphy, Wet, Hatching and so on)[Sliders] New sliders and grayscale/color bars style and behavior[Bakers] Allow use of full scene bounding box to compute the position map[Shader] Remove height force parameter from the default shader parameters[Engine] Substance engine updated[Engine] No or less discontinuities across UV chunks[Plugins] Import materials downloaded from Substance Source more quickly[Plugins] Update all plugins to match new overall style[Preferences] Preview background color changes automatically[Clean] Reduced risk of project corruption[Open] Opening project time improvement[New project] New project – mesh update time improvement[Save] Saving Project time improvement[Log] License type reported in log[TextureSet] Rename “Bake Textures” button as “Bake Mesh Maps”Rename “Additional maps” as “Mesh maps”Fixed:[Viewport] Bad performances with meshes containing a lot of sub-objects[Tools properties] Channel disabled when dragging and dropping an image into the material slot[Tools properties] Brush preview is broken with smudge and clone tools[Texture set] Channels order is wrong when using templates[Shelf] Missing icon for Grayscale Conversion generator[Shelf] Sign Circle Number alpha is broken (missing font)Incorrect detection of integrated GPUs at launch[Crash] Drag-and-droping an imported ressource named with a # character[Engine] Vram detection issue on integrated GPU[Engine] Fixed numerous crashes in Substance Engine Linker[Engine] Square artefacts when changing resolution[Post Effects] Interface resize is slow when post effects are on[Bakers] Scene unit is not correctly respected for Ray Distance values[Bakers] AO from Mesh Occluder distance is clamped to 1 no matter the input value[Bakers] Match by name ignores some meshes with specific names[Bakers] Color from mesh Polygroup and Submesh ID setting always return a black image[Bakers] ID Baking fails with binary FBX meshes from Blender[Shader] Noise in the 2D View with dota-2 and non-pbr-spec-gloss[Linux] Only one CPU thread is used when baking[MacOS] Crash with brush cursor moving over the viewport