Substance Painter Spring 2018 Update is here! A brand new style, new user experience, performance improvements and better painting among other things!
Added:
- New overall style (icons, color, behavior)
- New default layout
- [Tablet] User experience enhancement while painting
- [Main menu] Sort native items in views and toolbars first
- [Main menu] Move quick mask actions in viewport section
- [Main menu] Move right-click actions into viewport section
- [Main menu] Rename "View" menu as "Window"
- [Quick menu] New tool properties by right click in viewport
- [Dock widget] New dock toolbar for quick reduce/recall
- [Display settings] Camera and viewer settings window merged
- [Layer stack] Contextual right click menu
- [Layer stack] Drag and drop to move any effect within the same layer
- [Toolbar] Reorganization of toolbar and new contextual toolbar
- [Tools toolbar] Split clone tool into two separate tools
- [Tools properties] Lighter background grayscale value in the preview
- [Tools properties] Organization in tabs (fill and tools)
- [Tool] Painting result matches the stencil
- [Viewport] New cursor for fill layer
- [Viewport] Smoother navigation and painting (higher frame rate)
- [Viewport] Material/Channel/Map selection combobox in viewport
- [Viewport] Reduce flickering while rotating (shadow on)
- [Shelf] Display materials by default when opening Painter
- [Shelf] Loading time improvement of Substance textures and materials (2 to 6 times faster)
- [Shelf] Reorganize materials folders to fit Substance Source structure
- [Shelf] Drag and drop materials directly on the mesh in the viewport
- [Shelf] New 3D Noises (Perlin, Perlin Fractal, Simplex and Worley)
- [Shelf] New 3D Linear Gradient mask generator using mesh position
- [Shelf] Updated base Noises to support non square expansion
- [Shelf] Added new template and export preset for Lens Studio (Snap application)
- [Shelf] Updated Smart Materials and Smart Masks to use latest version of the Mask Editor (micro details)
- [Shelf] New sample project "TilingMaterial" to create seamless tiling materials
- [Shelf] New brush presets (Calligraphy, Wet, Hatching and so on)
- [Sliders] New sliders and grayscale/color bars style and behavior
- [Bakers] Allow use of full scene bounding box to compute the position map
- [Shader] Remove height force parameter from the default shader parameters
- [Engine] Substance engine updated
- [Engine] No or less discontinuities across UV chunks
- [Plugins] Import materials downloaded from Substance Source more quickly
- [Plugins] Update all plugins to match new overall style
- [Preferences] Preview background color changes automatically
- [Clean] Reduced risk of project corruption
- [Open] Opening project time improvement
- [New project] New project - mesh update time improvement
- [Save] Saving Project time improvement
- [Log] License type reported in log
- [TextureSet] Rename "Bake Textures" button as "Bake Mesh Maps"
- Rename "Additional maps" as "Mesh maps"
Fixed:
- [Viewport] Bad performances with meshes containing a lot of sub-objects
- [Tools properties] Channel disabled when dragging and dropping an image into the material slot
- [Tools properties] Brush preview is broken with smudge and clone tools
- [Texture set] Channels order is wrong when using templates
- [Shelf] Missing icon for Grayscale Conversion generator
- [Shelf] Sign Circle Number alpha is broken (missing font)
- Incorrect detection of integrated GPUs at launch
- [Crash] Drag-and-droping an imported ressource named with a # character
- [Engine] Vram detection issue on integrated GPU
- [Engine] Fixed numerous crashes in Substance Engine Linker
- [Engine] Square artefacts when changing resolution
- [Post Effects] Interface resize is slow when post effects are on
- [Bakers] Scene unit is not correctly respected for Ray Distance values
- [Bakers] AO from Mesh Occluder distance is clamped to 1 no matter the input value
- [Bakers] Match by name ignores some meshes with specific names
- [Bakers] Color from mesh Polygroup and Submesh ID setting always return a black image
- [Bakers] ID Baking fails with binary FBX meshes from Blender
- [Shader] Noise in the 2D View with dota-2 and non-pbr-spec-gloss
- [Linux] Only one CPU thread is used when baking
- [MacOS] Crash with brush cursor moving over the viewport
Known Issues:
- Computation freeze on AMD VEGA GPUs
- Distorsion post process not taken into account while exporting in IRay (alpha)