[ @Allegorithmic #SubstancePainter #Texturing ] Allegorithmic has announced that the new version o...
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Substance Painter 2.2: Improvements
A new way to search for assets in the shelf and in the mini-shelves. A comprehensive list of tags along with a fuzzy search algorithm makes finding the right asset much easier across the board. A lot of other shelf improvements are underway for the next few releases.
You can now choose which channel is used for the projection overlay, allowing you to visualize the most useful channel when projecting decals or skin details, for example.
The scripting API has been expanded to allow scripting of the baking process, taking Substance Painter a step closer to being fully automatable.
-[Shelf] Improve search system and queries
-[Shelf] Add search field for mini-shelves
-[Shader] Allow to define step precision for sliders
-[Shader] Add an Undo/Redo button for shader parameters
-[Shader] Reloading a shader should not reset its parameters
-[MatLayering] Add support for Dynamic Material Layering and sub-stacks
-[MatLayering] Allow to import json file to setup the shader settings
-[MatLayering] Unlock texture samplers limit (switch to Bindless textures)
-[Scripting] Allow to set bakers settings and launch their computation
-[Substance] Use "usage" for inputs/outputs connections in addition of identifiers
-[Tool] Allow to select the preview channel in the viewport for the Projection Tool
-Crash during launch if substances are located in wrong folder
-Crash report sometimes doesn't work because of incorrect log file
-[Iray] Post effects don't refresh when Iray is paused
-[Iray] Auto-focus shortcut doesn't work anymore
-[Iray] Aperture slider behavior change depending of asset size
-[Layers] First material channel is not enabled by default if they are all disabled
-[Shader] No errors are printed if a "param auto" is incorrect
New Feature: Material Layering
Substance Painter 2.2 Material Layering, you can now visualize complex shaders on your asset directly in Substance Painter for highly accurate views of in-engine results and extreme material definition!
With a few simple tags inserted in the shader, Substance Painter automatically generates a custom user interface for easy material blending and mask painting.
The resulting masks are automatically exported along with a description file of which materials were blended and how, making them readable by any engine and converted into working materials.
To accompany this first build, Allegorithmic released a sample project as well as a Unity plugin and an Unreal Engine 4 shader on Substance Share, allowing you to easily transfer the results from Substance Painter to Unity 5.3 and Unreal Engine 4. Make sure to read the readme file included in the packages for instructions on how to use this new feature! A plugin for Unreal Engine 4 is also in the works and will be available at a later date.
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