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I just based my landscape material on this. I just wish I could exactly figure out what is going on with normals, ao and displacement here.
That was extremely helpful! Thank you!
Allegorithmic has just announced the newest version of Substance Designer, which features a lot of interesting updates for game and especially VFX artists. You can check out all the updates in the original blog post, but we want to highlight some of the most awesome additions.
Developers have rewritten huge parts of the software. Cache and memory management have been improved, so computing time was significantly reduced. The difference will be especially noticeable with large graphs, where you can expect gains of up to 30% when loading the graph or tweaking parameters.
The 2D viewport has also been reworked, granting faster refresh times while tweaking parameters. These improvements won’t directly affect the timings displayed on the nodes in the graph.
The bakers have been updated to fully support UDIMs and give the user more real-time feedback during the baking process. Allegorithmic promises that high-poly meshes will load and be baked significantly faster thanks to a new geometry cache system. There’s also a new 2D view in the baking dialog, so you can follow the baking process in real time, and you have the ability to cancel it at any time.
The development team has also implemented some new features to make sure you get the most from graph with UDIMs. Not only can you texture multiple UDIM tiles with a single graph, but Substance Designer takes care of using the relevant baked textures for each one. In order to provide direct feedback, the 3D viewport now displays the currently selected UDIMs.
New 3D Nodes!
They’ve also added new utility nodes and noises, to add more variety to your texturing.
3D Volume Mask, 3D Planar Projection, 3D Linear Gradient look magical.