Substance Painter 1.x

Substance Painter 1.x

Προβολή στατιστικών:
Jerc  [δημιουργός] 10 Μαρ 2014, 21:48
Live Feature Updates
We have started and are still continuously gathering feedback in here and on various forums and communities. This thread will be updated regularly with your feedback as well as with the current state and priority of each feature.

In Progress
  • Additional content
  • Hue jittering
  • Performance improvements
  • Drawing straight lines
  • Rendering quality improvements

Planned (in no particular order)
  • Substract to mask (Alt)
  • Clone Tool
  • Color Wheel
  • Color Swatch
  • Masking/Selection Rework
  • Zoom on cursor option
  • Middle mouse quick access (Size and Flow)
  • Add control over the particles display
  • Convert Quick Mask to Layer Mask
  • Restrained rotation should reset camera to "right" angle
  • Full screen mode
  • SBSAR Export
  • UDIMs
  • Backface painting (through everything)
  • PSD Import
  • Cavity/Curvature/Facing masking
  • 8K
  • Orthographic view
  • Adjust pen sensitivity
  • Reset Stencil
  • Hide masked parts
  • Non uniform scale for non-square stencils
  • Particle simulation on/off switch
Under Review
  • GoZ Link
  • PTex Support
  • 16K
  • 3D Mouse support
  • Radial Quick Access Menu (Space)
  • Undo for masks
Τελευταία επεξεργασία από Jerc; 9 Μαρ 2015, 9:27
< >
Εμφάνιση 1-15 από 220 σχόλια
Cheers! I look forward to seeing the specifics. I hope the fundamentals can get addressed first, those that can compete with any basic 3d texturing solution.
Marvelous features list!
Τελευταία επεξεργασία από ohm; 11 Μαρ 2014, 10:07
Really promising features. Allegorithmic did it again.
I'm glad I'm on the beta train.

There seems to be a clone of the "Clone Tool" feature on the list :)

I've some questions about the list. Please answer if you have the time.
4-8-16K - are all export resolutions. Is that right? 16K is for movies I suppose:)
Integrated baking- Is it going to be working like the Substance Designer or surpass it?
SBAR Export- How is that going to work? Are we going to be able expose any values out of Painter?

May be it is too early for me to say so (I'm new to this beta) but I was looking for some ways to control the particle brushes more thoroughly. Not sure but, may be some deflectors,bouncy surfaces and/or particles emiting from primitive shapes. Do you think there will be more particle toys added to the list?

have a nice day.

Jerc  [δημιουργός] 11 Μαρ 2014, 12:05 
4K, 8K and such are resolutions indeed.
Baking should work like in SD, probably in a more automated way.
SBSAR export will first be limited to the outputs being embedded in a substance file, it may evolve later.
Great!! (UDIM- Must Have!!) Almost everything I was thinking, you have listed, but I would like to see ability to connect element of mesh with specific layer. It will be something like masking but simpler.
Τελευταία επεξεργασία από <1.SBS>Adder; 11 Μαρ 2014, 14:07
What about PSD export?
Autodesk could learn a lot from you guys.
Think I should have come here first, some excellent updates planned!!!
WOW once this is all up and running its going to be a BEAST! finally whats shaping up to be a good 3d painting package! can't wait guys!
sebdeguydrd  [δημιουργός] 12 Μαρ 2014, 5:37 
Αναρτήθηκε αρχικά από 16th VTFS majkel:
What about PSD export?

This is definitely something we are looking into, not certainty yet, but it looks reasonable to
think we will be able to do something like that :)
sebdeguydrd  [δημιουργός] 12 Μαρ 2014, 5:38 
Also, some SURPRISE items will not appear in that list. We have some neat ideas about innovative stuff we don't want to put up there just now before we tested them out and are convinced it is feasible and a good addition to the tool. Stay tuned then :)
Would love to see some custom shader support, with support for different PBR modes (such as skyshop's spec-color/glossiness instead of the current metalicness method). I feel it is important to make parity with substance designer on this, since idealy one would be working across both for a more complete production pipeline.
sebdeguydrd  [δημιουργός] 12 Μαρ 2014, 14:51 
Αναρτήθηκε αρχικά από aphex_guy:
Would love to see some custom shader support, with support for different PBR modes (such as skyshop's spec-color/glossiness instead of the current metalicness method). I feel it is important to make parity with substance designer on this, since idealy one would be working across both for a more complete production pipeline.

Absolutely! it is definitely in the list, if not stated this way.
I'm really looking forward to seeing how the brush system develops as well, even if its just for a solid diffuse painting approach. The closer one can get to krita or photoshop in that brush feeling the better.
< >
Εμφάνιση 1-15 από 220 σχόλια
Ανά σελίδα: 1530 50

Ημ/νία ανάρτησης: 10 Μαρ 2014, 21:48
Αναρτήσεις: 220