{"id":93251,"date":"2019-05-09T17:53:15","date_gmt":"2019-05-09T17:53:15","guid":{"rendered":"http:\/\/gamefromscratch.com\/post.aspx?id=b63a0f5e-8bbd-452e-92fd-733ca85fd5fd"},"modified":"2019-05-09T17:53:15","modified_gmt":"2019-05-09T17:53:15","slug":"substance-designer-spring-update","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/05\/09\/substance-designer-spring-update\/","title":{"rendered":"Substance Designer Spring Update"},"content":{"rendered":"<p>Substance Designer, the PBR material creation software from Allegorithmics (<a href=\"https:\/\/www.gamefromscratch.com\/post\/2019\/01\/23\/Adobe-Acquires-Allegorithmic.aspx\">and now Adobe<\/a>), just received it\u2019s first major update of 2019.&nbsp; The major new feature is the ability to process both values and textures, simplifying the material creation workflow.&nbsp; The release also includes several new filters such as new flood fill variants, height extrusion and more.<\/p>\n<p>Details from the press release:<\/p>\n<blockquote>\n<p>Where before textures represented values, Substance Designer can now process these values directly during material creation, ensuring consistency across the pipeline. Using the new \u201cValue Processor\u201d node, users can manipulate values from within the composite graph itself, helping to drive parameters and optimize their workflow with even more creative flexibility. Rather than working with nodes that represented elements like color, users can add the color value directly, simplifying and strengthening the design process.&nbsp; <\/p>\n<p>Users can also pass values from one node to another, and create global variables at the graph level. Over time, nodes\/filters will attain the ability to become smarter throughout the graph as they receive additional data. Substance Engine v7 will soon be compatible with all the Substance integrations, so materials can be directly imported into top tools without any extra tweaks. <\/p>\n<p>&#8220;With the introduction of Substance Engine v7, Substance Designer takes another step toward becoming the ultimate material authoring tool,&#8221; said Nicolas Wirrmann, product manager for Substance Designer. &#8220;The whole ecosystem has become smarter, and the new engine allows artists to continue to innovate and experiment for years to come.&#8221;<\/p>\n<p>Along with Substance Engine v7, today\u2019s update brings with it several new filters, including:<\/p>\n<ul>\n<li><strong>New Flood Fill Variants<\/strong> \u2013 Two new Flood Fill companion nodes have been released including: \u201cFlood Fill to Index,\u201d which generates user numbers per shape, and \u201cFlood Fill Mapper,\u201d which lets them apply images to each shape.<\/li>\n<li><strong>Atlas Splitter<\/strong> \u2013 Users can now divide an Atlas in order to isolate and exploit the separate elements of a scan.<\/li>\n<li><strong>New Directional Warp Filters<\/strong> \u2013 The \u201cNon-Uniform Direction Warp\u201d allows the intensity and direction of the warp to be driven by an image input; the \u201cMulti-Directional Warp\u201d applies the directional warp multiple times in opposite directions while the displaced texture stays in place.<\/li>\n<li><strong>Height Extrude<\/strong> \u2013 Height maps can now be rendered as 3D depth; users can rotate the resulting shape as a 3D object.<\/li>\n<li><strong>Triplanar Update <\/strong>\u2013 More accurate blending formula, random offset, separated inputs for x, y and z projections are now available.<\/li>\n<li><strong>Improvements to Normal Vector Rotation<\/strong> \u2013 Rather than being set by a uniform value, the Normal Vector rotation angle can now be set using the grayscale value of an image input. <\/li>\n<\/ul>\n<p>Along with the new features, today\u2019s update also introduces several performance upgrades, including a massive boost to the bakers. The integration of Optix for the AO, Bent Normal and Thickness bakers will now produce speeds at least five times faster than CPU ray tracing. The .obj loader has also been optimized and multi-threaded, leading to a significant increase in loading times.<\/p>\n<p>For technical users, the update brings expanded options to the Python Scripting plugin system. Users can now create GUIs for plugins within Substance Designer using the Python API. The plugin system has also been standardized, allowing for plugins to start when the application loads, aiding in the creation of persistent plugins. Additional plugins created by the Substance team are on the way as well, look for those soon.<\/p>\n<\/blockquote>\n<p>You can learn more as well as download a 30 day trial <a href=\"https:\/\/www.allegorithmic.com\/products\/substance-designer\">here<\/a>.<\/p>\n<p class=\"under\"> <span class=\"categories\"><a href=\"https:\/\/www.gamefromscratch.com\/category\/GameDev-News.aspx\">GameDev News<\/a><\/span> <span class=\"tags\"><a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/Applications\" rel=\"tag\">Applications<\/a><\/span> <\/p>\n<hr>\n","protected":false},"excerpt":{"rendered":"<p>Substance Designer, the PBR material creation software from Allegorithmics (and now Adobe), just received it\u2019s first major update of 2019.&nbsp; The major new feature is the ability to process both values and textures, simplifying the material creation workflow.&nbsp; The release also includes several new filters such as new flood fill variants, height extrusion and more. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[71],"tags":[72],"class_list":["post-93251","post","type-post","status-publish","format-standard","hentry","category-game-development","tag-gamedev-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/93251","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=93251"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/93251\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=93251"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=93251"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=93251"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}