Paint on Substance Inputs
One very common issue with the core workflow of Substance Painter is how to use painted normal and height details to drive filters and generator to create tear and wear and various other effects. We updated all the default generators to allow them to take advantage of the new Anchor Points. Each generator now features 2 new inputs: Micro Normal and Micro Height as well as a set of settings to control how these inputs blend with the baked information. By adding an Anchor Point on the layer or set of layers where the details are painted, we are now able to drive the generators with these details and see the tear and wear applied and updated in real time.
Use a material’s height map as a mask
If you remember, at last year’s Substance Days we showed an early vision of what scan blending could be in Substance Painter. Anchor Points allow us to realize this vision and you can now use the height or displacement channel of a material as its own mask, making blending organic and natural materials much easier.
Substance Painter 2017.2 comes with a new Height Blend filter and a Height Blend Smart Material that can be used as a template for your own material blending.
Create complex multi-layered materials
Pushing these concepts, we can now build truly smart multi-layered materials in ways never seen in any creation software to date. This sample smart material allows you to paint damage on a spaceship hull, first adding burn marks then ripping the outer shell of the ship. Pushing the opacity of the stroke will break through the hull and reach the inner part of the spaceship where the circuitry become visible and fire starts to break out. This can be achieved by driving multiple materials, masks, and filter with a single Anchored mask.