Substance Painter 2020.1 is here!
Substance Painter 2020.1 is here!
This new version comes with a ton of updates to make your life easier when texturing your assets: new Exporter, updated Bakers, new Python scripting API, improved Decal workflow, improved Automatic UV and brand new Mesh Export options!
Here are some of the highlights of this release. For the full details, head over to our blogpost.
[h3]New Exporter[/h3]
We rebuilt the export dialog from the ground up and you now have lots of new options to customize your exported textures with overrides per texture set or even per texture, as well as better feedback on what exactly is being exported.
[h3]Updated Bakers[/h3]
Bakes are at the core of the Substance Painter workflow, so these 2 updates should make creating stunning materials much easier:
The brand new Curvature baker delivers unparalleled quality, for what is arguably the most important mesh map to get Smart Materials to look just right. It's also RTX accelerated!
The Ambient Occlusion baker is also getting an update with better and smoother default settings and a new Ground Plane option.
[h3]Improved Decal Workflow[/h3]
A new shortcut (Alt) allows you to drag and drop a material from the shelf to your mesh and will automatically create a planar projection for you, allowing you to quickly add decals to your assets. The shelf is also getting a sample of XX decals from Substance Source's latest drop.
[h3]New Mesh Export Options[/h3]
When exporting a mesh, you will now be asked if you want to retain the tesselation and displacement, making it easy to export your asset to a 3D printing service for example or to a 3rd party renderer with just the right amount of details.
You can now export in FBX format, and we will now retain your original topology (quads and n-gons) as well as the original hierarchy of the scene. OBJ export will also keep your original topology.
[h3]Automatic UVs Improvements[/h3]
New options are available when creating a project to allow you to force the Auto UV process, or to only run a part of it, if you only want the UVs to be repacked for example.
[h3]New Python API[/h3]
We are transitioning Substance Painter's API from Javascript to Python for more flexibility and better interop with other tools, and this release is the first step in that direction.
For more details, head over to our blogpost.
Full changelog:
Added:
Fixed:
Known Issues:
This new version comes with a ton of updates to make your life easier when texturing your assets: new Exporter, updated Bakers, new Python scripting API, improved Decal workflow, improved Automatic UV and brand new Mesh Export options!
Here are some of the highlights of this release. For the full details, head over to our blogpost.
[h3]New Exporter[/h3]
We rebuilt the export dialog from the ground up and you now have lots of new options to customize your exported textures with overrides per texture set or even per texture, as well as better feedback on what exactly is being exported.
[h3]Updated Bakers[/h3]
Bakes are at the core of the Substance Painter workflow, so these 2 updates should make creating stunning materials much easier:
The brand new Curvature baker delivers unparalleled quality, for what is arguably the most important mesh map to get Smart Materials to look just right. It's also RTX accelerated!
The Ambient Occlusion baker is also getting an update with better and smoother default settings and a new Ground Plane option.
[h3]Improved Decal Workflow[/h3]
A new shortcut (Alt) allows you to drag and drop a material from the shelf to your mesh and will automatically create a planar projection for you, allowing you to quickly add decals to your assets. The shelf is also getting a sample of XX decals from Substance Source's latest drop.
[h3]New Mesh Export Options[/h3]
- Tesselation and displacement export
When exporting a mesh, you will now be asked if you want to retain the tesselation and displacement, making it easy to export your asset to a 3D printing service for example or to a 3rd party renderer with just the right amount of details.
- FBX and N-Gons Export
You can now export in FBX format, and we will now retain your original topology (quads and n-gons) as well as the original hierarchy of the scene. OBJ export will also keep your original topology.
[h3]Automatic UVs Improvements[/h3]
New options are available when creating a project to allow you to force the Auto UV process, or to only run a part of it, if you only want the UVs to be repacked for example.
[h3]New Python API[/h3]
We are transitioning Substance Painter's API from Javascript to Python for more flexibility and better interop with other tools, and this release is the first step in that direction.
For more details, head over to our blogpost.
Full changelog:
Added:
- New texture and mesh exporter
- [Export] New exporter interface
- [Export] New preview tab to summarize and view export process
- [Export][Export tab] Allow selection of which maps channels are exported per Texture Set
- [Export][Export tab] Allow modification of the Texture Set size for all Texture Sets in one action
- [Export][Export tab] Allow a different template per Texture Set (except for USD, glTF, Sketchfab and Dimension)
- [Export][Export tab] Quick activation and deactivation of maps and Texture Sets
- [Export][Export tab] Export resolution 8192x8192 no longer experimental
- [Export][Export tab] Allow modification of the file format and bit depth per map
- [Export][Export tab] Allow reset to the default parameters' values
- [Export][Export tab] Allow settings to be saved without exporting
- [Export][Output templates tab] Rename "Configuration" tab to "Output templates" tab
- [Export][Output templates tab] Allow definition of file format and bit depth per preset map
- [Import/Export Mesh] Import/Export time performance optimization
- [Export Mesh] Export Mesh in FBX
- [Export Mesh] Export mesh with displacement and tessellation
- [Export Mesh][UI] New settings for recomputing normal vertex, apply triangulation
- [Export Mesh] Export original mesh topology with new UVs generated by auto unwrapping
- Updated auto UV unwrapping with more controls
- [UV Unwrapping][UI] Add setting to activate auto UV unwrapping in new project window
- [UV Unwrapping][UI] New Options to control the unwrapping steps (seams, unwrapping, packing)
- [UV Unwrapping][UI] Allow conservation of existing unwrapping seams/unwrapping/packing
- [UV Unwrapping][UI] New Options to fully recompute unwrapping steps
- [UV Unwrapping][UI] New Option to control the margin size (none, small, medium and large)
- New Bakers
- [Bakers] Replace old Curvature by new Curvature from mesh
- [Bakers] Add match by name option to ignore backface in "Ambient Occlusion" baker
- [Bakers] Add ground plane option in "Ambient Occlusion" baker
- New scripting Python API (3.7.6)
- [Python][UI] New scripting menu for Python
- [Python][UI] New Python documentation in Help menu
- [Python] Expose Substance Painter python modules: substance_painter, alg, display, project.setting, project, texturesets, ui
- [Python] Expose new "substance_painter" Python module
- [Python] Expose new Python sub-module: alg, display, log, project, resource, texturesets, ui
- [Python] Listener for project changes
- [Python] New examples in Python documentation
- [JavaScript][UI] Plugins menu replaced by JavaScript
- [Viewport] Allow creation of a decal projection by "drag/dropping + ALT" a resource from the shelf
- New Content
- [Content] 5 new decal materials from Substance Source
- [Content] Add new project templates and export presets for Maxwell renderer
- [Content] Add project template for Keyshot 9 export
- [Content] Update Keyshot 9 export preset to support displacement and emissive
- [Content][Exporter] Update of all export presets to match latest versions of game engines and renderers
- [Content][Exporter] Update export presets files to use new format and dithering settings
- [Content] New templates and shaders to support VRay material (VRayMtl)
- [Layer Stack] Allow deletion of layer effects using trash icon or keyboard shortcut Delete
- Remove plugin Substance Source (use launcher with "send to" functionality)
- [Windows] Do not display TDR warning on high-end GPUs
Fixed:
- Translation issues in new project file dialog
- [Bakers] Setting "Save preprocessed scene file" does not work anymore
- [Bakers] Crash when baking with optix when no high poly
- [Planar Projection] Projection does not work on meshes with repeating UVs
- [Decal] Difference of behavior in normal channel when using different fill layer projection modes
- [Smudge][Clone] Artifact may appear when painting in mask
- [Engine] Crash with specific layer content
- [Engine] Random crash when painting in some cases
- [Anchor point] Reference to an empty mask always returns white
- [Export] Layer not taken into account in some particular stack configurations
- [Export mesh] Cannot export with path containing special characters
- [Export Mesh] Cannot read glTF files when exported from Linux or MacOS
- [Import mesh] Re-importing DAE, PLY or glTF does not work as intended
- [Crash] Change shader after having painted a mask in material layering
Known Issues:
- [Scripting][JavaScript] Cannot edit new Curvature baker settings
- [Bakers] Crash on Linux with GPU raytracing
- [Export][USD] Should not export the disabled texture sets