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Substance Painter Fall Update

Substance Painter, the popular PBR based texturing application, just received a major update.  The fall update comes with a completely new rendering engine resulting in better performance with lower hardware demands by incorporating Sparse Virtual Textures, which simulate large textures using less memory.  The new engine also supports up to 300 UV Tiles at once enabling support for massive scenes.  There are also several new tools aimed at mobile users including a new 2D viewport exporter with the ability to bake into a single high resolution texture and more.

Complete details on new features from the release notes:

Added:

  • Summary: a huge boost in performance, viewport upgrades, proper 2D view export, new UI helpers, an enhanced symmetry tool and new content
  • [SVT][Engine] Sparse Virtual Textures (SVT)
  • [SVT][Preferences][UI] SVT hardware support acceleration option
  • [SVT][Log] Additional information for Sparse Virtual Texturing feature (e.g. size disk)
  • [SVT][UI] Message window at start if size on disk too low for the cache
  • [SVT][Preferences][UI] Substance Painter global cache location
  • [SVT] New environment variable to specify the path of the cache of Substance Painter
  • [SVT] New environment variable to activate the SVT hardware support acceleration
  • [SVT] Detect sparse support by hardware
  • [SVT][Hardware Sparse] Raise minimum driver version for Nvidia GPU
  • [SVT][Shader][[Viewport][UI] Warn user if artefacts present with Sparse Virtual Texturing at project opening
  • [Anti-aliasing][Viewport] New temporal anti-aliasing filtering for 3D viewport (via Display Settings)
  • [Export] Export the content of the 2D viewport as a single texture
  • [Export][Dithering] Expose dithering at export
  • [Layer stack] Colors on layers and folders
  • [Layer stack] Quick activation and deactivation of multiple layers and effects
  • [Layer stack] Easier navigation for blending modes with up down keys and mouse scroll
  • [Proj][UI] Additional rotation manipulator on all three axis for triplanar
  • [Proj][Shorcuts] – and + to change the UV projection manipulator size
  • [Shader] Control coated layer parameters with channels in the PBR-coated shader
  • [Substance] Expose new mesh-based texture inputs for filters and generators
  • [Symmetry][Viewport][UI] Control symmetry offset with manipulators
  • [Symmetry][Contextual toolbar][UI] New symmetry panel with options
  • [Symmetry] New symmetry line intersection mode
  • [Symmetry] New symmetry clone cursor
  • [Symmetry][Shortcuts] Q to hide and -, + to change size and shift to snap
  • [Log] Improve error messages when unable to export textures
  • [Scripting] Allow to change or update the resources in Display Settings
  • [Scripting] Allow to create or remove channels in Texture Sets
  • [Content][Shaders] Add support for anisotropy with a dedicated shader (pbr-metal-rough-anisotropy-angle)
  • [Content] Update of the preview sphere with anisotropy and modified angle
  • [Content] Updated matFx shutline
  • [Content] New Texturing.XYZ seamless face scan
  • [Content] New anisotropic procedurals
  • [Content] New filter: baked lighting stylized
  • [Content] New environment map: studio automotive neutral
  • [Content] New project template: PBR – metallic roughness Anisotropy angle (with anisotropy channels)
  • [Content] New project template: PBR – metallic roughness Coated

Fixed:

  • [Color Picker] Painting cursor appearing when trying to pick a color
  • Crash by Selecting or Unselecting layers in a specific order can lead to crash
  • Crash when pasting as an instance a layer with a mask
  • [User Channel][Regression] Crash when renaming user channel
  • [User Channel] Grayed brush preview
  • [Alembic] Only one texture set from several materials after import
  • [Engine] Exported texture differs from viewport for brush stamps
  • [Engine] Invert with a level effect does not fully affect a texture
  • [Material picker is applying a brush stroke while picking
  • Switching resolution to 128x128px leads to a crash
  • Mesh map links are not updated properly when rebaking or instancing layers
  • [Substance] UserData ColorSpace does not work on Baked Mesh Normal requested as input
  • MDL association mismatch when using multiple shaders instances
  • [Symmetry][Fill Layer] Symmetry plane and its manipulator active in Fill Layer
  • [Viewport] Pivot point for translation not always updated after clicking
  • [UI] Fixed icons and removal of placeholders for HDPI monitors

Known Issues:

  • Computation freeze on AMD VEGA GPUs
  • Huion tablet issue with shortcuts on Windows OS
  • Anti-aliasing and shadows when active together may give unexpected results

You can learn a great deal more about this release in this blog post.

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Delver Source Code Released

The source code to the indie game Delver was just released under the GPL2 license on Github.  The release includes full source code to the engine and editor, but does not contain the binary assets needed to run the game.  Delver itself is available on Steam and can be purchased here.  Delver is a 3D roguelike game, a bit of a mashup between Spelunky, Minecraft and Ultima Underworld.  The source code is written in Java and is configured to use  the IntelliJ IDEA IDE.

Delver is described as:

Delve into the shifting dungeons on your hunt for the Yithidian orb, but getting it might just be the easy part. Delver is a single player first-person action roguelike dungeon crawler, just like you wished they used to make.
Slay monsters, blast wands, hoard potions, and loot everything.

  • A silky smooth mix of 90s FPS combat with classic RPG mechanics.
  • In these dungeons once you’re dead you stay dead. Permadeath means that when you die, you begin each run into the dungeon anew.
  • Tough as nails gameplay will test your skills, no grinding will save you here.
  • A procedural dungeon that will keep you on your toes, no two runs will ever be the same.
  • Delicious chunky pixels!

If you are interested in checking out the Delver source code, be sure to watch the following video for instructions on how to install, navigate and run the source if you are new to Java or IntelliJ development.

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Humble RPG Game Dev Bundle

The folks over at Humble Bundle are running another bundle of interest to game developers, the Humble RPG Game Dev Bundle.  It’s a large collection of RPG Maker (don’t worry, they can be used outside of RPGMaker in your engine of choice) assets including sprites, tiles, sound fx, icons and more.  Humble Bundles are collections with different priced tiers, with a portion of the proceeds going to the content maker, a charity of choice (Child’s Play in this case) as well as to Humble Bundle themselves.  I normally full heartedly recommend Humble Bundles to people, but this time I must give a bit of a warning due to the attached license.

From the license:

4.1. A “Licence” means that the Seller grants to GDN (purely for the purpose of sub-licensing to the Purchaser) and GDN grants (by way of sub-licence thereof) to the Purchaser a non-exclusive perpetual licence to;

(a) use the Licensed Asset to create Derivative Works; and

(b) use the Licensed Asset and any Derivative Works as part of either one (1) Non-Monetized Media Product or one (1) Monetized Media Product which, in either case, is:

i) used for the Purchaser’s own personal use; and/or

ii) used for the Purchaser’s commercial use in which case it may be distributed, sold and supplied by the Purchaser for any fee that the Purchaser may determine.

That 4.1 b is going to be a huge deal breaker for many people.  If you are intending to use these assets for personal use, the license wont matter.  If you are looking to distribute your works however, do be sure to go over the license with a fine tooth comb, as that clause seems to limit you to a single product, commercial or otherwise!  There is a discussion of the bundle going on over on /r/gamedev if you are interested in learning more.

EDIT – An update on the licensing terms.  The publisher of the assets have reached out to me on Twitter to announce they’ve heard the complaints regarding the license and are updating it to be more developer friendly.  Additionally I signed up for the Humble Bundle partner program, meaning purchasing through the above link will help support the channel.

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Creating 3D Models From Photos Using Meshroom

Meshroom is a new, free and open source photogrammetry software from AliceVision.  Photogrammetry software enable you to create a 3D scene using a series of photographs, generally the more the merrier.  Currently documentation is a bit lacking, so I’ve decided to create this quick tutorial.  In this tutorial we are going to quickly walk through the process of using Meshroom using a photoset available here.  That post links to a zip file containing 50 images that are confirmed to work with Meshroom.  Simply extract them somewhere on your drive.  Of course you need to download Meshroom, which is available for download right here.  Simply download the archive, extract then execute the Meshroom application.  Note Meshroom requires a CUDA GPU and works on Windows and Linux!  So this process will only work on nVidia GPUs, at least as of time of writing.

Once you’ve got Meshroom loaded, follow the following simple steps.

Drag extracted images into the Images pane on the left.

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Save your project somewhere

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Click the green Start button.

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As it’s running, you will see the progress across the top:

image

This bar indicates a problem occurred.  You can divine more details by locating the current task in the Graph, like so:

image

With the node selected, check the Log (bottom right corner) for details.  This is the error message you receive if you run the process on a non-CUDA (nVidia) GPU.  Keep in mind, it can also be caused by the process running on a laptop with Optimus, not automatically selecting the right GPU.

image

Hopefully however you encounter no such errors and the process is entirely green.  On the bright side, it should pick right up where the error occured if you run the project again in the same directory, as Meshroom caches the results of each step as it goes.  You will find the vast majority of time is spent on the DepthMap section,  this is normal.  As the process continues, you should start seeing results in the 3D viewer.

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You can pan, zoom and orbit the mouse using the LMB, scroll wheel and MMB respectively.  More detail in the point cloud will fill in as the process runs.  Once it completes successfully, you will see a button Load Model.

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You can now preview the results of your effort!

FinalGif

A few steps in, it will have evaluated all of your photos, acceptable/usable photos will be marked with a green checkmark.

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Review the remaining photos for flaws and inconsistency if you run it again.

Go make some tea… it’s going to be between 10 minutes and an hour depend on the speed of your machine.  Once the process is complete, there will be a folder called MeshroomCache, with the following contents:

image

This is a folder with all of the output files from each step in the process.  Generally what you are going to be interested in is the obj, mtl and texture file in the Texturing folder.  This can be imported into your 3D modelling application of choice, the obj format is fairly universal.  The resulting mesh is extremely dense and you may consider checking out Instant Meshes for optimizing the results.

Now that you know it works, it’s time to start refining the process or providing your own picture set.  I would recommend the following tips from my own experience:

  • use an actual camera, not a phone.  I got terrible results from my Pixel phone, but my Canon DLSR gave much better results.  YMMV
  • DO NOT green/white screen your background.  Unique markers in the background help Meshroom position each virtual camera
  • try to get the entire object in frame on each shot
  • get rid of any image with any blurring

So far we just default settings in the Graph Editor.  This graph represents a graph of nodes in the process, one for each directory shown in the screenshot above.  Note when you select a node, there are a number of properties you can edit:

image

You can also connect pins to multiple nodes to create multiple results.  For example, if you wanted to create a set of TFF and lower resolution PNG textures, you can do the following.  Right click the graph editor and select Texturing:

image

This will create a new node in the graph.  Now drag the output node from MeshFiltering and connect it to ini and inputMesh.

image

Select the new Texturing node and have it create a lower detail texture set:

image

Now when it runs, it will create two sets of textures for you.  Note there are other nodes such as Decimation that aren’t in the process by default.  You can see the entire thing in process in the video attached below:

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Materialize Free Texture Map Generation Tool Released

Materialize was just released for free.  What exactly is Materialize?  In the creators own words:

Materialize is a stand alone tool for creating materials for use in games from images. You can create an entire material from a single image or import the textures you have and generate the textures you need.

Materialize is production tested, having been used to generate metallic, smoothness and occlusion textures for the Uncharted collection.  It is very similar in scope and functionality to Substance’s B2M or the free ModLab.

Essentially you start by feeding it a diffuse map, which you can then edit as you desire, then create a height map, normal map, edge map, smoothness map, AO map and metallic map automatically.

image

Each step of the way you have fine tune control over how each individual map is created.  For example, here are the controls governing the creation of the normal map.

image

You also have the ability to provide your own maps from file if you have them, simply use Materialize to generate the maps that you are missing.  There are also features in place for creating tiled maps.  Of course to go along with all of it, there is a real-time preview of the map you are creating, including multiple skyboxes and control over the post processing effects show in the preview.

realtimePreview

When you are done you are able to export your generated maps to a variety of different texture formats.  Just an all around amazing application and one that should be added to every texture makers toolkit!  Watch the video below to learn more and see Materialize in action!  There are also some tutorials available here if you wish to learn more.

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SKIP Programming Language Released By Facebook

SKIP, previously known as Reflex, is a general purpose programming language developed as a research project at Facebook over the last 3 years.  Facebook have finished development and authorized the language lead developer to release the project as open source.  SKIP is available on Github under the MIT source license.

The leader developer made the following Tweet announcing the release today:

image

You can learn more about the language at http://skiplang.com/.  The language can be downloaded as a Docker image, with full installation instructions available here.  There is also a web based playground application for trying out SKIP on the website.  SKIP is described as:

Skip is a general-purpose programming language that tracks side effects to provide caching with reactive invalidation, ergonomic and safe parallelism, and efficient garbage collection. Skip is statically typed and ahead-of-time compiled using LLVM to produce highly optimized executables.

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The Limon Open Source Game Engine

Looking for a small but full featured open source (LGPL) C++ 14 game engine with a built in editor?  If so, the Limon Game Engine might be the perfect choice for you!  Primary features of the Limon game are:

  • Model loading using Assimp
  • Skeletal animations
  • Realtime shadows
  • Rigid body physics
  • 3D spatial sound
  • Preliminary AI
  • In game map editor
  • Trigger volumes
  • API for Custom Trigger code
  • Loading shared libraries that has Trigger code
  • Creating Animations in editor

Additionally the engine is documented, with the manual available here.  The source code is cleanly written C++ 14 code and is available on Github.  The engine works on Windows, Mac and Linux with binaries available for download here.  If you are interested in seeing the engine in action, be sure to check out our hands-on video, embedded below.  There are additional videos available on the Limon YouTube channel, available here.

EDIT – The author in response to the video has released an updated version, with the editor key changed in 0.5.2 to the much more sensible F2 key.

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CryTek Release Egyptian CryEngine Assets For Free

CryTek have just released several assets from the game Ryse Son of Rome.  The content pack consists of Egyptian level data from that game and includes several models, textures and a sample level showcasing the included assets.CEExamples

Details of the assets from the CryEngine marketplace:

The Egyptian themed assets in the pack provide large and small-scale elements for dressing your own Egyptian setting with statues and hieroglyphics set next to giant modular pyramids.

Included:
• Pyramids
• Statues
• Houses
• Pillars
• Obelisks
• Temples

This pack was previously provided as part of the Humble CRYENGINE Bundle 2018, and we’re delighted to make them available to everyone for free now.

The assets are released under the CryEngine limited licensing agreement, which seemingly prevent you from using these assets in other game engines.

Too see the assets in action and for instructions on how to use them, be sure to check out the video below.

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GIMP 2.10.6 Released

In just 4 months since GIMP 2.10 was released, we have now seen 4 major patches (yeah, the versioning could use some work… Winking smile) that have brought rapid improvement to the open source raster art package.  The 2.10.6 release brings several new features including vertical text layers, two new filters, improved straightening and more.

Details from the news file:

Core: - Render drawable previews asynchronously. - Merge the file view filter and file format lists in GimpFileDialog. The presence of 2 lists was very confusing. Filters: - New "Little Planet" (gegl:stereographic-projection) filter. Tools: - Halt the Measure tool after straightening. - Add an "orientation" option to the measure tool, corresponding to the "orientation" property of GimpToolCompass (i.e., it controls the orientation against which the angle is measured, when not in 3- point mode.) The orientation is "auto" by default, so that the angle is always <= 45 deg. Note that the "orientation" option affects the tool's "straighten" function, so that the layer is rotated toward the current orientation. - Text layers can now represent vertical texts, with 4 variants: left-to-right and right-to-left lines, and forcing all characters to be upright or following Unicode's vertical orientation property. See also: * https://www.unicode.org/reports/tr50/ * http://www.unicode.org/Public/UCD/latest/ucd/VerticalOrientation.txt User Interface: - The Dashboard dockable dialog now has an "async" field to the dashboard's "misc" group, showing the number of async operations currently in the "running" state. - New Preferences option to enable/disable layer-group previews, since these can get quite time-expensive. Translations: - New language: Marathi - 9 translations were updated: Brazilian Portuguese, German, Greek, Italian, Polish, Romanian, Slovenian, Spanish, Swedish.

You can learn a great deal more about this release in the release notes available here.

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CopperCube 6.0.1 Released

Today is the first release of the CopperCube game engine, since version 6 came out a month ago.  This release is relatively minor, including mostly quality of life changes such as improved selection capabilities as well as an enlarged debug console, improved scene restart functionality and more.  If you are interested in learning more about CopperCube be sure to check out our complete tutorial series available of DevGa.me.

Details of the release from the CopperCube forum:

This update includes some improvements and fixes for some minor bugs of the 6.0 release:

Better selection indication
Selection highlighting in the scene graph explorer has been improved: When selecting a 3d object in the view, the object is also now scrolled too in the scene graph explorer. Also, when selecting multiple objects, the selection is much better reflected between explorer and 3d view now.
Larger Debug console
For the Windows and macOS target, the debug console is now a bit bigger and is able to show longer lines of text. It also now re-adjusts itself when the window is resized.
Improved restart scene action
Previously, the ‘Restart scene’ action would not reset altered fog and postprocessing settings. It now does, and also fixes a problem where restarting a scene would set the background of a scene to gray by default.
– CopperCube now warns if PostProcessing is enabled together with the Anti-Alias feature on D3D9, since they can’t be used together at the same time. It will disable anti-aliasing now for this by default.
– Various minor improvements and tweaks here and there.

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