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Substance Painter - Latest Build - 2019.1

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  • gamerenrique
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    gamerenrique polycounter lvl 6
    Jerc wrote: »
    Do you have an NVidia card? The Win10 drivers have issues with Painter and other tools/games and NVidia is currently testing a fix.
    Okay, that might explain why I'm getting so many black screen and freeze with SP now. Do you have any idea like how long it will take them to fix?
  • Jerc
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    Jerc interpolator
    The new drivers should be available in the coming days.
  • gamerenrique
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    gamerenrique polycounter lvl 6
    I'm on 355.82 now, roll back to the last version for now. less crash, but still got freeze and black screen. will wait for the new driver
  • WarrenM
    So, something weird on latest ... my UI always comes up with windows missing. Just the log at the bottom. If I do "view->reset UI" it works but it doesn't remember that I reset it between sessions.

    What should I check?
  • NBLM
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    NBLM polycounter lvl 13
    :( 1.5 has deleted all the old samples, there is only hans.spp now? Where are the others and how do I get them back?
  • Jerc
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    Jerc interpolator
    The samples will now be available through Substance Share which will be available very very soon.
  • Jerc
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    Jerc interpolator

    SP 1.5.5


    Changes:
    • [Shelf] Export assets to Substance Share
    • [Shelf] Add new sphere preview for Materials
    • [Shelf] Use the env map "Glazed patio" for generating thumbnails
    • [Shelf] Increase thumbnail size resolution to 512x512 pixels
    • [3D View] Expose environment rotation value
    • [Windows10] Sign the application

    Fixes:
    • [Bakers] Wrong results when baking maps at the same time
    • [3D View] The env map is displayed when no project is open
    • [Layers] Mask Generators don't work on layer content
    • [Layers] You can paint on hidden layers
    • [Shelf] Dirt_5 and Dirt_6 noise are identical
    • [Shelf] Some mask generators are pixelated or at low quality
    • [Tool] Incorrect gizmo rotation on certain angles.
    • [Tool] Too many channels cause the channel buttons to be cropped out
    • [Tool] Invert mask shortcut for Quick mask doesn't work
    • [Export] Sketchfab: cancel button not correctly taken into account
    • [Licence] Activation failed when license cannot be copied
    • Framerate limiter doesn't work on the UI anymore
  • Jerc
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    Jerc interpolator

    SP 1.5.6


    Changes:
    • [Shelf] Improve thumbnail rendering quality (use 1K textures)

    Fixes:
    • [Share] Impossible to sign with another account
    • [Shelf] Thumbnails are too heavy on the disk
    • [Shelf] Smart materials are very slow to load
    • [Windows] Fix license service install
    • [Channels] Transmissive map is created as G8 by default
  • Jerc
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    Jerc interpolator

    SP 1.5.7


    If you are experiencing crashes, first we are sorry, and second, you should update to this new build!

    Fixes:
    • Crash report doesn't work anymore
  • Jerc
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    Jerc interpolator

    SP 1.6


    Substance Painter 1.6 is here for an even smoother experience with this huge update!
    That means improved the performance of 4K painting, and we simplified the material layering workflow with new drag and drop features. For example, when drag-and-dropping a material in the layer stack while pressing Ctrl (CMD on Mac) it will create a fill layer with a mask, allowing you to paint instantly.

    Other main improvements include fully seamless (triplanar) mask generators and a dozen of new scan-based smart materials in the library.

    A huge thank you to Glauco Longhi for the Orc used in this video!

    http://www.youtube.com/watch?v=_mm0kDWd6oo

    Changes:
    • [Engine] Improve texture refresh on AMD GPUs for better performances
    • [Engine] Disable Threaded Optimization setting on NVIDIA GPUs for better performances
    • [Engine] Improve Vram memory management to reduce its footprint
    • [Substance] Collapse substance parameters groups by default
    • [Substance] Add new framework (Improve Pixel Processor performances)
    • [Viewport] Allow to deactivate the symmetry plane display while in symmetry mode.
    • [Viewport] Improve shadows rendering and performances
    • [Viewport] Pause shadow computation when painting
    • [Viewport] Improve wireframe rendering performances
    • [Effect] Add a tag to request "padded" image input
    • [Layer] Increase precision of UV offset/scale in fill
    • [Layer] Make the scale slider exponential in fill
    • [Layer] Allow to drag and drop Materials directly in the layer stack.
    • [Layer] Allow to drag and drop filters directly in the layer stack
    • [Layer] Adjust the mask brush color to the newly created mask color
    • [Shader] Expose multiple texcoords
    • [Shader] Expose gamma/tonemapping function to allow custom functions
    • [Bakers] Change default Position baker settings for TriPlanar usage
    • [Tool] Rename "Geometry Decal" as "Polygon Fill"
    • [Log] Indicate "Windows 10" in log instead of "Unknown Windows"
    • [Shelf] Update generators to support TriPlanar : MG Metal edge wear, MG Mask builder, MG Fiber glass, MG Dirt
    • [Shelf] Update materials with new settings and removed unused materials
    • [Shelf] 22 New smart materials (Plastic, Iron, Fabric, Steel and more)
    • [Shelf] Update Sharpen, Blur and Warp filters with padded image input to avoid seams
    • [Shelf] Improve Warp settings for easier usage
    • [Shelf] 2 New procedural noises : 3D Perlin noise and 3D Worley noise

    Fixes:
    • [Engine] Vram amount detection for dedicated GPU is incorrect on Mac
    • [Engine] Textures turn to darker version in the viewport
    • [Engine] Poor performances when painting below multiple layers
    • [Engine] Computed layers when opening project differ from cached version
    • [Substance] Wrong results in 4K on Mac
    • [Substance] Parameters are in the wrong order
    • [Shader] Toon and Pixelated shaders are totally black
    • [Shader] Parameters disappear after changing env-map
    • [Shelf] Crash when putting png files in generator folder
    • [Shelf] Thumbnails are generated with low roughness
    • [Tool] Crash when using a bitmap in the brush alpha on windows
    • [Export] Additional map export preset now export a RGB map for Position







  • Bek
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    Bek interpolator
    Wow. Working on a 2k*4k project at the moment so I'm super excited about the performance changes. Thanks Allegorithmic!
  • Jerc
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    Jerc interpolator

    SP 1.6.1


    Fixes:
    • [Shelf] Metadata is written on the disk after each exit
    • [Tool] Material picker icon can stay displayed
    • [Tool] Material picker hide mouse cursor when painting at the same time
    • Crash when creating new export preset if current shelf doesn't exist
    • Crash when opening project if 2D view is visible
  • Froyok
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    Froyok greentooth

    SP 1.7.0

    Changes :
    • [Performances] Compute layers content and their thumbnails at the same time
    • [Export] Save export path as relative when next to the project
    • [Layers] Added new blending mode : substract and add/sub
    • [Layers] New Bilinear HQ filtering for fill layers
    • [Shader] Set a default shader for thumbnail generation in the preferences.
    • [Shader] Allow to specify a shader per texture set
    • [Shader] Allow to sample textures from the shelf
    • [Tool] New "wrap" brush behavior for painting
    • [Tool] Improved filtering and reduced aliasing while painting
    • [Tool] Improved sub-pixels painting quality
    • [Tool] Removed "basic" mode for brush settings and improved the frame open/close icon
    • [Menu] Add effect icons in the right-click menu
    • Template creation from Projects
    • [Shelf] New templates : PBR, Dota 2
    • [Shelf] New export preset : Dota 2
    • [Shelf] New shaders : Dota 2, PBR Car paint, PBR Coated, PBR Velvet
    • [Shelf] New material : Steel rust and wear, Stylized lighting
    • [Shelf] New filters : Blur directional, Stylized lighting
    • [Shelf] New brush : default soft and default hard with a new alpha for a better hardness control
    • [Shelf] New generators : 3D Distance and Light
    • [Shelf] Updated brushes with wrap projection and backface culling (enabled by default)
    • [Shelf] Updated White noise with pixel processor version for faster computation


    Fixes:
    • [Welcome screen] Tutorials link send to old videos
    • [Channels] Saying "no" to fill layer creation with AO still create the layer
    • [Channels] UserX channels names do not propagate in the interface
    • [Viewport] Mask entry is empty in the list of the solo channels
    • [Share] Exporting an alpha to Share from SP creates an unreadable .image file
    • [License] Fix activation fro usernames with non ASCII characters
    • [Shader] Color parameter dialog disappear when picking a color
    • [Shelf] Thumbnails are not unloaded from memory when unused
    • [Shelf] Fixed gradient filter
    • [Tool] Symmetry doesn't work with stencil/projection
    • [Tool] Incorrect name when creating new brush preset
    • Preserve stroke setting stays disabled even when reimporting a mesh
    • Driver reset (TDR) when computing particles with a big size.
  • Froyok
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    Froyok greentooth

    1.7.1


    Fixes:
    • Crash when switching texture set
    • Slow performances when painting
  • Froyok
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    Froyok greentooth

    1.7.2


    Changes:
    • [Layers] Allow to specify default tilling for fill layers

    Fixes:
    • [Export] Sketchfab export doesn't work anymore
    • [Layer] Bilinear filtering is applied even on Fill without any transformation
    • [Tool] Poor performances using substance with image inputs in projection mode
    • [Tool] Material picker is broken
  • garriola83
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    garriola83 greentooth
    I don't remember having to turn off the Export>Grp option in Zbrush in order to get an actual bake using Painter before. Has this been always the case? I just pretty much found out about it the hard way and spent half the day just for a test bake.
  • Froyok
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    Froyok greentooth
    I don't remember having to turn off the Export>Grp option in Zbrush in order to get an actual bake using Painter before. Has this been always the case? I just pretty much found out about it the hard way and spent half the day just for a test bake.
    That's something we changed in order to support the matching by name properly with zBrush, otherwise before it would have not worked at all.
  • Jerc
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    Jerc interpolator

    1.7.3


    Changes:
    • [Shelf] Support sub-shelf hierarchy inside a shelf folder
    • [Export] Add an option to disable padding

    Fixes:
    • Color dialog for Specular channel doesn't do a color space conversion
    • [Tool] Symmetry doesn't work if you load an old tool preset
    • [Shelf] Blur filters are not 16 bits compatible
    • [Shelf] Discovery of resources if very slow
    • [Export] Upscale of bitmaps is done with nearest filtering
    • Disabling "Preserve strokes positions on mesh" does not work
    • Crash when loading some thumbnails (shelf, layers or tooltips)
    • Crash when opening a second project
    • Crash when saving over previously Read Only file
  • teho
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    teho polycounter lvl 7
    thanks for the update!
  • gnoop
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    gnoop polycounter
    I did one more approach to Substance Painter making my textures square shaped.      Still can't work comfortably.       Any tweak in  procedural masks or materials takes forever.   And I can't do it in lesser resolution either since once I try to recalculate an effect in final resolution it goes bizarre and nothing really similar to what I had in smaller resolution .  

       I am pretty accustomed to procedural materials and in fact do procedural edge and weathering effects in Max shaders for decades.  Sometimes it looks like it actually works with more easy and  handy feedback there with just soft render .

    Am I missing something  and there is a kind of work around or special approach to deal with procedural materials?    Or maybe I just need to buy better video card like 980ti or TitanX for the soft ?
  • Jerc
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    Jerc interpolator
    What are your specs and what resolution are you working at? Uprezing your project should give you very similar results unless your procedurals have a lot of details that are too small to be visible on a lower res texture.
    Do you have an example of a project you are trying to achieve?
    Procedurals in Max shaders are completely different than Substance as they are implicit procedural effects compared to explicit (texture space) effects in SD/SP.
  • Jerc
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    Jerc interpolator

    SP 2.0.0


    Added :

    - Iray renderer with view mode and screenshot export
    - Full screen mode
    - [Tool] New non destructive Smudge tool
    - [Tool] New non destructive Clone tool
    - Support for "Smart Masks" creation and usage
    - Support for Specular/Glossines PBR workflow (with new diffuse channel)
    - Chaining Substances (plug substances into substance image inputs)
    - Scripting interface basics - Build plugins with your own custom UI
    - Improve Height to Normal conversion by using a Sobel filter
    - Switch Stencil/Projection preview resolution to 2K
    - Add normal channel by default for new projects
    - Read user data tag from output node to enable/disable channels of a substance by default
    - Expose Normal/AO blending in TextureSet settings
    - [Layer] Add Substance name for Fill effect name
    - [Layer] Allow to export mask to clipboard
    - [Viewport] Switch between perspective and orthographic mode
    - [Viewport] Allow to control Field of View in perspective mode
    - [Viewport] Allow to set Depth of Field distance with CTRL+Middle click
    - [Viewport] Allow to drag and drop environment maps in the 3D View.
    - [Viewport] Improved feedback when the engine is doing strong computations
    - [Export] Allow to export shader parameters in a json file
    - [UI] Update interface with new icons, colors and layout
    - [UI] Add assets names to the mini shelves
    - [UI] Collapse "Channels mapping" by default
    - [Shader] Choose a custom color for shader texture parameters
    - [Shelf] Ask where to import files when drag and dropping resources
    - [Shelf] New Preview sphere for Smart Materials and Generators
    - [Shelf] Add Specular Glossiness shader
    - [Shelf] New Hard Surface normal brushes
    - [Shelf] New Alphas textures and shapes
    - [Shelf] New Skin scanned textures from Texturing.xyz
    - [Shelf] New Scan-based materials and smart-materials
    - [Shelf] New smart materials and spec/gloss support of old ones
    - [Shelf] New Finish filters for metallic surface simulation
    - [Shelf] New powerful mask generator "Mask Editor"
    - [Shelf] Reworked and cleaned up deprecatet content
    - New "Vela" sample project
    - Shortcut to Substance Store in the main toolbar

    Fixed :
    - [Settings] Camera rotation and zoom speed are overridden by the project
    - [Viewport] Precision issue on default normal texture leads to incorrect reflections
    - [Viewport] Vignette is enabled by default
    - [Viewport] Artifacts appear at the environment map borders (Nvidia GPUs)
    - [Viewport] Thumbnail in projection/stencil mode is very long to load
    - [Baker] Store baked textures in 16bits integer instead of 32bits
    - [Layer] Outdated substances are displayed incorrectly in the stack
    - Default color and bit-depth for some channels are incorrect (ex : Specular, Glossiness)
    - Fixed eraser behavior to disable blending in passthrough mode

    Know issue :
    - Symmetry doesn't work with Smudge and Clone tool
    - ArtStation export is missing (will be there soon!)
  • gnoop
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    gnoop polycounter
    Jerc said:
    What are your specs and what resolution are you working at? Uprezing your project should give you very similar results unless your procedurals have a lot of details that are too small to be visible on a lower res texture.
    Do you have an example of a project you are trying to achieve?
    Procedurals in Max shaders are completely different than Substance as they are implicit procedural effects compared to explicit (texture space) effects in SD/SP.

    I start with 1k and then go to 4k textures .  My comp is i7-3600k . 16 gb ,   GF gtx660ti  2gb  .    Not sure, perhaps too old video card ?.        I just have an impression from your videos that adjusting procedural generators should be working almost in real time  while I sometimes wait around a minute at least  for that red line progressing .   

    Regarding upscaling  I still can't get accustomed to it since adjusting details in low res is often pretty misleading
    and in higher resolution they turns into something unexpected.  But I guess there is nothing to do with that and I need just more experience to predict its appearance.


  • MM
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    MM polycounter lvl 17
    are FireGL cards supported ?
    viewport performance is supper laggy in substance painter 2.
    my specs are: AMD FirePro W7000 4gb, i7-3930k, 32gb ram (latest certified drivers and all that)

    i have no issues with any other tools. maya, toolbag, UDK, cryengine, all latest games run like butter in my PC without any issues.
  • Froyok
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    Froyok greentooth
    We don't support FirePro GPU models.
  • Jerc
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    Jerc interpolator

    2.0.3


    Changes:
    • [Iray] Update Spec/Gloss template and shader to be compatible with Iray
    • [Export] Be able to Export screenshots to ArtStation
    • [Scripting] Support execution from plugin directory
    • [Scripting] Allow to "Save As"
    • [UI] Allow to double click on a slider to edit its value
    • Move Vela sample to Substance Share
    • New sample project : Sphere Preview
    • Warn users about shell extension conflict

    Fixes:
    • Installer override installation of Substance Painter 1.x
    • [UI] Channels list layout is broken with filters
    • [UI] Shader parameters are not displayed
    • [UI] Resizing the layer window crops incorrectly the content
    • [Tool] Opacity channel isn't always used properly
    • [Tool] Smudge/Clone don't work with Symmetry
    • [Tool] Brush preview opacity is incorrect with some channels
    • [Iray] Crash when using Iray while it hasn't been created yet
    • [Iray] Can't load Iray settings data from project
    • [Iray] Iray doesn't take care of settings modification after been paused
    • [Shelf] Importing a Material to the shelf doesn't work
    • Stencil doesn't work with Normal channel
    • Crash when Painting on some projects
    • Crash when Painting with particles on some projects
    • Crash with Pixel processor during some computations
  • bunda4th
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    bunda4th polycounter lvl 6
    Just a quick note, when I did the update from 2.0.1 to 2.0.3 it did not override 2.0.1 and I had to manually uninstall 2.0.1. Not sure if this is the case for anyone else but I did noticed after installing 2.0.3 all folders and .exe read as Substance Painter 2 vs 2.0.1 install read it just as Substance Painter.
  • Jerc
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    Jerc interpolator
    Yes, it's something we changed after some people voiced concerns that Substance Painter 2 install would override Substance Painter 1. It was especially a problem for people who only wanted to test out SP2 without losing access to SP1.
    SP2 now has its own install folder and its own shelf.
  • Jerc
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    Jerc interpolator

    2.0.4/2.0.5


    Changes:
    • Improve mesh collisions and optimize wireframe rendering
    • Improve performances and memory management with big projects
    • Improve slider precision and stepping
    • [UI] Update engine only when validating a slider (not when entering a value)
    • [UI] Move Iray switch to a dedicated button in the main toolbar (and change its shortcut)
    • [Tool] Add setting for clone tool source location behavior
    • [Shader] Allow to read mesh vertex colors in custom shaders
    • [Scripting] Allow to retrieve the list of texture sets, channels and layers
    • [Scripting] Add helper functions (url to path, get export path from project)
    • [Mac] Detect Mac Os "El Capitan" version in log file
    • [Shelf] Updated UE4 export preset to include Ambient Occlusion
    • [Shelf] Added export preset that converts Metal/Rough to Spec/Gloss workflow
    • [Shelf] Added/Updated non-pbr template, shader and export preset

    Fixes:
    • Crash after second export to Substance Share
    • Crash when copying a layer between texture sets with Quick mask data.
    • Some projects have a very long updater that consume a lot of memory
    • [Tool] Crash when selecting a particle preset with clone/smudge tool
    • [Baker] Loading FBX files takes too much time for heavy meshes
    • [Viewport] Stretched environment map on some computers
    • [Viewport] Wrong gamma conversion of the alpha of the brush
    • [Export] Alpha is stored as transparency instead of a separate channel with Tiff files.
    • [Export] Normal channel is always exported as being OpenGL
    • [Iray] Missing slider names for Iray settings
    • [Iray] Render is done at a wrong resolution on Retina/High DPI
    • [Iray] Crash when resizing interface in Iray mode
    • [Iray] Huge performance slowdown when rendering at some low resolutions
    • [Iray] Pause doesn't work (Iray still compute in the background)
    • Normal channel has sometimes black square artifacts
    • Normal channel is inverted by grayscale filters
    • Normal channel doesn't blend properly if the stack has some alpha
    • Project is edited on disk when opening a project even if it wasn't saved yet
    • Reimporting a mesh on some projects gives very bad GPU performances
    • Brush orientation is incorrect when not touching a mesh
    • Substance Share logo is missing in Welcome Screen
    • Crash when opening and saving some projects with corrupted resources
    • [Viewport] Wireframe appears broken in 2D view
    • [Shelf] Improved performances of some studio environment maps
    • [Shelf] Some studio environment maps are duplicated
    • [Shelf] Missing "Baked Lighting Material"
    • [Shelf] Missing "Grayscale conversion" generator


  • Nexinumbra
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    Nexinumbra polycounter lvl 12
    Loving all of these small, quick updates that fix bugs! Great work guys!
  • sziada
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    sziada polycounter lvl 11
  • Justo
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    Justo polycounter
    Muchas gracias :)
  • musashidan
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    musashidan high dynamic range
    And the updates just keep rolling..... :) Brilliant stuff lads. Love it.

    I really wish that the shelf system could be sorted somehow. It really is getting to be unmanageable.  A sub-folder structure with the ability to add custom folders would be fantastic. Even a hotkey floating dialogue like Zbrush lightbox, or Mari's asset floater. Now that all those normal stamps have been added it's like a maze!

    I remember discussing this with Wes(sub-folders) back around d 1.3, and he said it might be on the way.

    AlSo, it would be nice to be able to remove user textures that have been added to a session without having to restart.

    Thanks again for all these updates. You're well and truly ahead of the main competitor at this stage.


  • Jerc
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    Jerc interpolator
    The shelf redesign is ongoing, it's a big one and it involves a lot changes under the hood so we don't want to mess it up and are taking our time on this one, but it's coming :)
  • musashidan
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    musashidan high dynamic range
    Jerc said:
     are taking our time on this one, but it's coming :)
    I never doubted it for a second...... :) great news.
  • Kleinzfigure
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    Kleinzfigure polycounter lvl 2
    I was wondering why my computer was so slow in other apps when iRay was paused.  This is good news indeed.
  • Shanteez
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    Shanteez polycounter lvl 5
    Bring the old Payment options back... My fraud detection isn't allowing me to continue my subscriptions and the Paypal option, which worked flawless for me, isn't allowing concurring charges to my account.  Surely I'm not the only artist that would love to support you guys monthly but prefer Paypal. Well regardless if you do or not, great job and progress with Painter. 
  • musashidan
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    musashidan high dynamic range
    I know I mentioned it above but I wonder why the shelf option 'delete' has been removed from the right click menu. Also, be great to be able to reload/update textures edited/saved elsewhere(PS) that are in the shelf. With these 2 options missing I keep having to drag new versions of a file into the shelf and it doesn't see a naming conflict or overwrite, it just piles them in. Real pain. I know you're working hard on sorting the shelf system out but atm it is SP's achiles heel.
  • Jerc
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    Jerc interpolator

    2.1.0



    Substance Painter 2.1 is now available and with it comes a whole lot of new features and even a new platform! You heard right, Substance Painter is now available for Linux! 
    This is the first of a series of releases geared towards VFX and high-end 3D work. 

    Here is the full changelist: 

    Changes : 

    - Linux Support (SteamOS/Ubuntu and CentOs) 
    - UDIM tiles import and export support 
    - [Export] 8k export (experimental) 
    - High DPI screens support 
    - [Export] Allow to choose the bit depth during the export 
    - [Baker] Allow to bake multiple texture sets at once 
    - [Scripting] Set custom resolution and padding per texture at export 
    - [Viewport] Allow to switch between texture sets by clicking on the mesh (Ctrl+Alt+Click) 
    - [Viewport] Go where the mouse cursor is when zooming with the mouse wheel 
    - [UI] Update default background color and environment map display 
    - [UI] Add tooltips with original names for User channels 
    - [UI] Change background color for channels that can't be renamed 
    - [Tool] Remove checkers when using the quick mask 
    - [Shader] Allow to define groups for shader parameters and materials/masks 
    - [Engine] Optimization of small size stamping 
    - [Stencil] Add "W" as shortcut to temporarily toggle the mask 
    - [Shelf] Add a cross button to clear the search field 
    - [Shelf] Load Alpha with a single click 
    - [Shelf] New export preset : Vray UDIM, Arnold UDIM, Spec/Gloss from Metal/Rough 
    - [Shelf] New alphas : geometric shapes, veins and signs 
    - Add name and version in the properties of Substance Painter executable 

    Fixed: 

    - [Substance] Impossible to use the normal channel and additional map at the same time 
    - [Iray] MDL refraction and absorption setting don't work 
    - [Iray] Original scene scale is not preserved 
    - [Shelf] Specular/Glossiness template use an incorrect shader 
    - [Export] Default export preset doesn't export some maps (like AO) 
    - [Viewport] Pivot point doesn't update when clicking outside the UVs in the 2D View 
    - [UI] Slider values are rounded 
    - [UI] Sometimes when editing sliders values there is a very small free space 
    - [New Project] Template dropdown list is not correctly updated (from 1.x to 2.x) 
    - [Scripting] Fixed "hover" behavior on custom buttons 
    - [Mac] Undoing on an empty project locks the camera 


    Known Issues: 

    - Crash report is not available on Ubuntu 
    - Some url buttons might not work on Linux, see:https://support.allegorithmic.com/documentation/display/SPDOC/Link+buttons+don%27t+work+on+Ubuntu
  • Cremuss
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    Cremuss polycounter lvl 12
    substance painter for linux, hell yeah! nice work guys :)
  • JedTheKrampus
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    JedTheKrampus polycounter lvl 8
    Thanks fam, bought the upgrade. I hope Designer will come out for Linux as well.
  • DanaosC
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    DanaosC polycounter lvl 5
    Thank you lads! Such a sweet update~
  • fdfxd2
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    fdfxd2 interpolator
    Awesome update

    Linux support is all I needed.
    UDIM support is just right around the corner for blender,
    This is all i needed
    Thx for the update.

  • xChris
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    xChris polycounter lvl 9
    Saw that you can batch bake with UDIM support now added, but can you export everything onto one map now without having to composite everything together in photoshop? Didn't see that in the videos released today.
  • kernersvillan
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    kernersvillan polycounter lvl 9
    Any word on when the Dynamic Layered Material stuff is coming? 
  • Jerc
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    Jerc interpolator
    XCHRIS not yet.
    KERNERSVILLAN This feature is still in private beta at the moment. We'll release more details when we get closer to the public release.
    JOSHUAG No, it will only update/replace the materials that are shipped with SP.
  • littleclaude
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    littleclaude quad damage

    UDIM support! thank you, I am now very happy. These videos are fantastic and thank you for adding all the export functions to Maya Arnold, Unreal, Modo and so on. It will make going between projects a breeze.


    Allegorithmic's software is amazing, from now on it's going to be the go to software.



    https://www.youtube.com/watch?v=IkpUdRohm8g

    https://www.youtube.com/watch?v=k89--dny9mY





  • Bek
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    Bek interpolator
    It's finally here! Thank you DiCaprio!

    I'm wondering though, what GPU drivers are supported/recommended? I just installed the trial on manjaro, and the catalyst driver works fine, but the open source amdgpu driver (2016.05.04) gives me this error in the log, and the viewport shows only black or purple:

    [GenericMaterial] 0:2(12): error: extension `GL_EXT_gpu_shader4' unsupported in fragment shader
    Anyway, really excited to see this software working natively on linux. You guys are awesome.
  • Froyok
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    Froyok greentooth
    Bek said:
    It's finally here! Thank you DiCaprio!

    I'm wondering though, what GPU drivers are supported/recommended? I just installed the trial on manjaro, and the catalyst driver works fine, but the open source amdgpu driver (2016.05.04) gives me this error in the log, and the viewport shows only black or purple:

    [GenericMaterial] 0:2(12): error: extension `GL_EXT_gpu_shader4' unsupported in fragment shader
    Anyway, really excited to see this software working natively on linux. You guys are awesome.
    It's unlikely that we will support this kind of drivers, especially since the error mentioned is related to an OpenGL extension supported since a very long time by the official (and proprietary) GPUs drivers.
  • Bek
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    Bek interpolator
    Hopefully that's something that will be fixed on amdgpu's end then - if I'm lucky. I might try the amdgpu-pro version at some point too, perhaps when it's out of beta.
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