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. Added: New overall style (icons, color, behavior) New default layout [Tablet] User experience enhancement while painting [Main menu] Sort native items in views and toolbars first [Main menu] Move quick mask actions in viewport section [Main menu] Move right-click actions into viewport section [Main menu] Rename “View” menu as “Window” [Quick menu] New tool properties by right click in viewport [Dock widget] New dock toolbar for quick reduce/recall [Display settings] Camera and viewer settings window merged [Layer stack] Contextual right click menu [Layer stack] Drag and drop to move any effect within the same layer [Toolbar] Reorganization of toolbar and new contextual toolbar [Tools toolbar] Split clone tool into two separate tools [Tools properties] Lighter background grayscale value in the preview [Tools properties] Organization in tabs (fill and tools) [Tool] Painting result matches the stencil [Viewport] New cursor for fill layer [Viewport] Smoother navigation and painting (higher frame rate) [Viewport] Material/Channel/Map selection combobox in viewport [Viewport] Reduce flickering while rotating (shadow on) [Shelf] Display materials by default when opening Painter [Shelf] Loading time improvement of Substance textures and materials (2 to 6 times faster) [Shelf] Reorganize materials folders to fit Substance Source structure [Shelf] Drag and drop materials directly on the mesh in the viewport [Shelf] New 3D Noises (Perlin, Perlin Fractal, Simplex and Worley) [Shelf] New 3D Linear Gradient mask generator using mesh position [Shelf] Updated base Noises to support non square expansion [Shelf] Added new template and export preset for Lens Studio (Snap application) [Shelf] Updated Smart Materials and Smart Masks to use latest version of the Mask Editor (micro details) [Shelf] New sample project “TilingMaterial” to create seamless tiling materials [Shelf] New brush presets (Calligraphy, Wet, Hatching and so on) [Sliders] New sliders and grayscale/color bars style and behavior [Bakers] Allow use of full scene bounding box to compute the position map [Shader] Remove height force parameter from the default shader parameters [Engine] Substance engine updated [Engine] No or less discontinuities across UV chunks [Plugins] Import materials downloaded from Substance Source more quickly [Plugins] Update all plugins to match new overall style [Preferences] Preview background color changes automatically [Clean] Reduced risk of project corruption [Open] Opening project time improvement [New project] New project – mesh update time improvement [Save] Saving Project time improvement [Log] License type reported in log [TextureSet] Rename “Bake Textures” button as “Bake Mesh Maps” Rename “Additional maps” as “Mesh maps” Fixed: [Viewport] Bad performances with meshes containing a lot of sub-objects [Tools properties] Channel disabled when dragging and dropping an image into the material slot [Tools properties] Brush preview is broken with smudge and clone tools [Texture set] Channels order is wrong when using templates [Shelf] Missing icon for Grayscale Conversion generator [Shelf] Sign Circle Number alpha is broken (missing font) Incorrect detection of integrated GPUs at launch [Crash] Drag-and-droping an imported ressource named with a # character [Engine] Vram detection issue on integrated GPU [Engine] Fixed numerous crashes in Substance Engine Linker [Engine] Square artefacts when changing resolution [Post Effects] Interface resize is slow when post effects are on [Bakers] Scene unit is not correctly respected for Ray Distance values [Bakers] AO from Mesh Occluder distance is clamped to 1 no matter the input value [Bakers] Match by name ignores some meshes with specific names [Bakers] Color from mesh Polygroup and Submesh ID setting always return a black image [Bakers] ID Baking fails with binary FBX meshes from Blender [Shader] Noise in the 2D View with dota-2 and non-pbr-spec-gloss [Linux] Only one CPU thread is used when baking [MacOS] Crash with brush cursor moving over the viewport 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.