Substance Designer is a node-based texture compositing tool that allows you to create Substance files or bitmap textures. You can use it to texture assets and also bake model information (ex: normal, displacement, curvature etc.). It contains a wide library of tools, materials and procedural effects to help you achieve your goals in a fully non-destructive workflow. Node-based texturing. Allowing non-linear workflow and quick iterations. Substance Designer 5 is a node based texturing tool. Tired of messy layers ? Fit everything you need in a few compact and handy nodes. Let Substance connect all the channels for you and focus on what really matters: your art. The industry standard for PBR texturing Substance Designer is a powerful node-based texturing tool tailor-made for Physically Based Rendering and extensively used by more than 50 AAA game projects. PBR Viewport The 3D View allows to visualize on your mesh all your texturing work in real time. Compatible with any game engine. Substance Designer lets you to create your own templates, making it compatible with any game engine on the market, or your in-house engine. The New Generation of Procedural Art Substance Designer 5 is powered by Substance Engine 2, the new iteration of the renown procedural technology developed by Allegorithmic. It unleashes an incredible power of expression and fosters a new form of digital creativity Install: (1) Run the installer (2) Replace Substance Designer.exe with the cracked file 2017.1.1 Changed: [Bakers] Add a “Reset” action” on resource fields [Bakers] Use black color when no vertex color is found [Presets] Hide the preset widget on instances when no presets are available [Preferences] Remove the “Compute binormal by fragment” option in the project settings (now this option is handled in the tangent frame plugin) sbsupater.exe adjustments Fixed: [Bakers] The “error” system no longer works [Bakers] options serialization: old keys remain [Bakers] crash when changing the name of a baker [Bakers] UI glitches [Content] Color Match filter – difference between CPU/GPU [Content] Some GrungeMaps output 8bits images instead of 16bits [Graph] Crash when using the X “switch links” on fx-map node [3D View] Random crash when opening 3D View [3D View] Binormal are always computed by fragment, no matter the tangent space plugin [Updater] XML error when using specific font [Cooker] modulo on negative number does not return the same result as the engine [UI] interface issue when using pick gradient on high DPI screen [MDL] Color node doesn’t keep his value [Packaging] Mikkt Unreal tangent space plugin is missing Download Links:- Code: You need to login or register to view this content. Mirror :- Code: You need to login or register to view this content. Mirror :- Code: You need to login or register to view this content. Code: You need to login or register to view this content.