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Substance Painter Features
【Displacement and Tessellation】
Some of you may remember that we showed off a hacky prototype at our Material Day event a few years ago. Well, it's finally here, really. You can now enjoy tessellation and displacement in the viewport and Iray. Import displacement maps and marvel at new detailed outlines, or paint in a height channel to sculpt your assets in real time.
【Compare mask effects】
Displacement is great, but how do you use height data to easily blend and layer materials? Do it in the new Compare Mask effect, which allows you to compare the contents of the current layer to the layer stack below Blend your content, similar to the Blend-if feature in Photoshop, and combine it with the updated Seamless Materials sample project to quickly create tileable environment materials. Compare masks are great for creating fast height blends but not just for that! It also works with any other channel in the texture set.
【Dynamic strokes】
This is a doozy. Dynamic Strokes introduces a way to generate procedural brush strokes based on Substance parameters. Your brush can evolve over time, randomly swapping its alpha, or even generate an entirely new material with each marker. The way this works is that any Substance file can be used as a material or alpha when drawn and is aware of each marker being drawn, and can react accordingly. You could even go a step further and combine all of these features into one and come up with something similar to an ivy generator, which generates unique branches along a stroke path, with alternating sides of the branches, and each successive branch being faster than the previous one based on speed Branches become smaller and stroke. Black magic is there.
【New projection mode】
So far, Substance Painter has given you a choice between the good old UV projection and the Triplanar projection of the fill layer. Two new projection modes have just been added, with more on the way. You can now choose between Spherical and Planar projections for layers. With Planar projection, your fill layer will act as a map, and several options allow you to use tiling, as well as the distance at which the decal affects the geometry. The new placement gizmo makes it incredibly easy to move a decal around your asset: just drag it and it will automatically snap to the surface of the mesh.
【Radial symmetry】
The Symmetry tool has been improved with a new Radial option. Special call to all you respirator fans out there.
【Layer stacking and other UX improvements】
A Substance Painter release would never be complete without some UI tweaks, and this time the Layer Stack, Texture Set list, and Channels list have completed the work of the UX team. You may notice a lot of eyes looking at you from deep within the layer stack. These are the first steps in migrating from Photoshop to Substance Painter, aiming to bridge the gap between the two tools and unify the user experience. As we move forward, you'll see more meaningful and interesting synergies.
【Select multiple texture sets at once】
The texture set list has also had a bit of a makeover, you may notice that you can now select multiple texture sets at once. Why, you might ask? Go to the Texture Set Settings window to find out why. You can now change settings for multiple texture sets at once, allowing artists using UV Tiles to reduce small amounts of hair every day.
【Activate all other channels】
On top of that, the Channel list in the Properties window has been updated with a small but undoubtedly welcome addition: Alt-clicking on a channel will select that channel; doing it again will reactivate all other channels. You're welcome.
【Jitter coverage】
Exported normal map dithering was introduced late last year and a lot of people asked for the option to override it, so here it is.
Substance Painter update log
1. Fix bugs in the previous version
2. Optimize some functions
it works
it works
it works