SUBSTANCE DESIGNER | 新版本發布
Substance3D on April 9 2020 | New Release
快,想一件你想讓 Substance Designer 實現的事情。你可能會想到我們從藝術家那裡收到的一個要求:快捷鍵!
我們一致同意,快捷鍵以及更多內容會引入 Substance Designer。此次發布旨在為你提供更多工具以自定義材質創建的工作流程,並使其真正為你所用。快捷鍵,插件,節點,改進的色彩管理以及3D視圖將會幫助你創新並奠定數字材質創建的基礎。
設定節點快捷鍵
我們今天發布了這個期待已久的新功能:節點創建的快捷鍵分配,這令人著實興奮不已。輕鬆地調出喜歡的節點,而且會比以前更快。
為了使你能夠準確的實現想做的事情,我們並沒有預先設置快捷鍵,所以這個功能對你來說可以隨意操作。
你不僅可以將鍵位附加到原子節點上,還有其他常用的收藏上,又可以將其添加到個人的節點上。花更少的時間在菜單上查找節點便意味著會有更多的時間關注那些看起來不太合適的微觀細節。
測試MaterialX插件
談及外觀,這裡有一些東西可以使材質實現跨平臺的標準化。由ILM開發的MaterialX描述格式,可以允許藝術家創作用於跨多種用途的大量平臺中:電影,電視節目,遊戲以及VR體驗,甚至於玩具製造以及衍生產品。
去年在SIGGRAPH 2019大會,我們團隊展示MaterialX插件用於Substance第一個操作。你可以在這裡(https : // magazine . substance3d . com / research - a - portable - shader - graph /)了解關於該插件開發的內容。
在這裡了解關於該插件開發的內容
https://magazine.substance3d.com/research-a-portable-shader-graph/
今天,插件在這裡!它是一個測試版本,同時我們有信心在接下來的幾個月裡做出巨大的改進。
獲取MaterialX插件
https://share.substance3d.com/libraries/6111
這裡提供了 Substance Designer 的MaterialX插件,以下就是它可以實現的內容:
- 並行開發程序化著色器和紋理的功能
- 創建高級的著色器用於 Substance Painter,並且具有細節貼圖和程序化遮罩等可以在運行的時候進行更改的功能
- 與 Substance Designer 和 Substance Painter 視圖中的遊戲引擎或者VFX視覺特效流程匹配著色器的功能
全新的PBR渲染節點
PBR渲染節點是 Substance Designer 最近添加的內容,並且得到了全面的改進!
當它在2018年12月首次發布的時候,我們不得不說:「只需插入一個PBR材質和HDR貼圖。這將允許在單個貼圖中模擬完整的材質照明。使用自定義程序化背景結合全新的節點,便可以在幾秒內創建漂亮的縮略圖。」
今天,全新式的PBR渲染節點提供了更多的功能:可以旋轉相機,移動形狀以及更改相機焦點。
這裡還有後期特效,額外的圓柱形狀,用於支持各向異性以及清晰的圖層。還有一切你所需要渲染的漂亮材質的預覽。
全新式濾鏡:FXAA
你可能了解這個縮寫詞,因為它廣泛用於電子遊戲以提高實時渲染的質量。我們在一個節點中實現了完全相同的算法來解決中間遮罩上的鋸齒問題。
全新式濾鏡:Hald CLUT
查找表(LUT)用於圖像上快速應用色彩/色調的調整。簡單的應用色彩校正到驗證的LUT(連結(http : // www . quelsolaar . com / technology / clut . html)),進而將其保存插入到濾鏡中。
連結
http://www.quelsolaar.com/technology/clut.html
既然我們談到色彩...
改進的Color Management 色彩管理系統
我們需要在色彩空間方面做的更好,在上一個版本中,我們在OCIO色彩管理系統的集成方面付出很多努力。
今天,我們添加Adobe Color Engine(ACE)的集成,這將允許支持ICC配置文件。它非常有助於確保跨各種工具保持色彩的一致性,這讓你在使用很多工具的同時可以匹配 Substance Designer 中的色彩,其中包括Photoshop。
例如,看這裡的圖像包含一個ProPhoto ICC配置文件;它可以正確的顯示在工作的色彩空間(sRGB):
這是一系列色彩管理改進中的第二步,請隨時關注,還有更多即將到來的內容!
3D視圖重組
3D視圖現在有了更好的UX用戶體驗,而且可以在Iray與OpenGL之間保持很好的同步。從技術上而言,這意味著現在不需要插入紋理就可以調整OpenGL材質的屬性,所以它與Iray的工作原理相似。
另外,根據許多用戶的要求,我們在「傳統的」色彩管理模式的3D視圖中添加了ACES色調映射。
改進烘焙
AO Thickness & Bent Normal:全新的採樣方式。可以使用相同的採樣數量得到更高的質量。
這種新方法與二次抽樣結合應用的特別好,以下是之前的方法(頂部)和使用較低採樣數量(從左到右:4個,8個和16個)的新方法(底部),而且是16x的二次採樣。
Height Map & Thickness:全新歸一化選項。你可以手動控制其標準:例如,它非常有助於高度貼圖,以了解低模和高模之間的原始距離。
除數值將會完全對應置換強度,所以你必須設置於低模上以匹配高模的輪廓。
此外,手動處理因素將允許修復UDIM模型上潛在的接縫問題。
當然,在 Substance Designer 的新版本中還有更多內容!全新的發布說明在這裡(https : // docs . substance3d . com / sddoc / version - 10 - 1 - 0 - 194216365 . html)。在Discord的社區,有很多出色的藝術家分享一些提示和技巧 - 還有我們自己的開發人員也在這裡做了很多工作。
全新的發布說明在這裡
https://docs.substance3d.com/sddoc/version-10-1-0-194216365.html
你可能已經注意到我們更改了版本的命名系統。全新的 Substance Designer 版本是10.1.0,對應之前的命名系統下的2020.1。
直播
之前Substance團隊已經對Substance中的新內容和即將開發的內容進行了大量更新的講解。
商業合作:meizi.yan@adobe.com
購買方式:shayla.yin@adobe.com
Follow Me, I Know a Shortcut: New Features in Substance DesignerQuick, think about one thing you』ve wanted Substance Designer to do. Chances are you』ll come up with the number one request we』ve received from artists: shortcuts!
We agree. Shortcuts — and more — just landed in Substance Designer. This release aims to give you more tools to customize your material creation workflow, and make it truly your own. Shortcuts, plugins, nodes, improved color management and 3D view will help you innovate, and pave the way for digital material creation.
Set up node shortcutsIt is with no small excitement that we deliver today on this long-requested, long-awaited feature: shortcut assignment for node creation. Call up your favorite nodes easily, and quicker than before.
Just to make sure you』d be able to do precisely what you want, we didn’t setup the shortcuts in advance, so this feature is a blank slate for you to play with.
Not only can you attach a key to atomic nodes, and other usual favorites, but you can also add your personal nodes. Spending less time on finding nodes in the menus means more time to focus on that speck of dust that doesn’t look just right.
Beta MaterialX PluginTalking about looks, here’s something for the standardisation of your materials across platforms. The MaterialX description format, developed by ILM, allows artists to create materials that can then be used on a vast array of platforms across many usages: in movies, TV shows, games, and VR experiences, and even in manufacturing for toys and derived products.
Last year, at SIGGRAPH 2019, our team showed the first actions of a MaterialX plugin for Substance. You can read the story of the development of this plugin right here.
Today, the plugin is here! It’s a beta version as we’re confident we will deliver great improvements over the next months.
GET THE MATERIALX PLUGIN
The MaterialX plugin for Substance Designer is available here, and this is what it can do:
— Develop procedural shaders and textures in parallel
— Create advanced shaders for Substance Painter, with features such as detail maps and procedural masks, changeable at runtime
— Match shader features from your game engine or VFX pipeline in the Substance Designer and Substance Painter viewport
The PBR Render node, a fairly recent addition in Substance Designer, gets an overhaul!
When it was first released, in December 2018, this is what we had to say: 「Just plug in a PBR material and an HDR map. This allows you to simulate full material lighting within a single map. Combine this new node with a custom procedural environment map and create beautiful thumbnails in seconds.」
Today, the all-new PBR Render node comes with more functions: you can rotate the camera, move the shape, and change the camera focus.
There are also post effects, an additional cylinder shape, support for anisotropy and Clear Coat. Everything you need to render beautiful material previews.
You probably know this acronym because it’s widely used in video games to improve the quality of real-time rendering. We have implemented the exact same algorithm in a node to solve aliasing issues on your intermediary masks.
New Filter: Hald CLUTLook up tables (LUT) are used to quickly apply color/tone adjustments to an image. Simply apply your color correction to an identity LUT (link), save it and plug it into the filter.
And since we’re talking about color…
Improved Color ManagementWe need to be better at color spaces, and we』ve been focusing a lot on that in the last release, with the integration of the OCIO color management system.
Today, we’re adding an integration with Adobe Color Engine (ACE). This allows us to support ICC profiles. This is very useful to guarantee color consistency across your tools, which lets you match colors from Substance Designer with many tools — including Photoshop.
See for instance here, the image contains a ProPhoto ICC Profile; It is correctly displayed in the working color space (sRGB):
This is the second step in a series of color management improvements, so keep your eyes open, there’s more to come!
3D View ReworkYour 3D view now has a better UX and better synchronization between Iray and OpenGL. Technically, this means that you can now tweak the OpenGL material properties without plugging in textures, so it’s now similar to how Iray works.
Additionally, as requested by many users, we』ve added the ACES tonemapper in the 3D View in the 「Legacy」 color management mode.
Bakers ImprovementAO Thickness & Bent Normal: new sampling method. Get better quality with the same sample number.
This new method works particularly well in combination with subsampling, here is a comparison between the previous method (top) and the new one (bottom) with a low sample count (from left to right: 4, 8 and 16 samples) and a 16x subsampling.
Height Map & Thickness: new normalization option. You can manually control normalization: it’s for instance very useful on your height map, to know the raw distances between low-poly and high-poly meshes.
The divisor value will correspond exactly to the displacement intensity you have to set up on the low-poly mesh to match the high-poly mesh silhouette.
Additionally, the manual factor allows you to fix potential seam issues on UDIM meshes.
There’s more in your new version of Substance Designer, of course! The full release note is right here. The community is on Discord, where many amazing artists are sharing tips and tricks — and our own devs are spending a lot of time there as well.
You may have noticed we』ve changed our version naming system. The new Substance Designer version is 10.1.0, which corresponds to 2020.1 under the former naming system.
LivestreamYesterday the Substance team gave many updates about what’s new and what’s coming in Substance: