SUBSTANCE DESIGNER全新引擎,图表增速,更直观参数
综合文库 1191 0
实名

通过了实名认证的内容创造者

发布于 2024-1-17 19:38:54

您需要 登录 才可以下载或查看,没有账号?注册

x
SUBSTANCE DESIGNER金秋十月发布 | 全新引擎,图表增速,更直观参数原创 Substance3D [url=]SUBSTANCE[/url] 前天
收录于话题
#Substance 10
#Technology 5


640

SUBSTANCE DESIGNER金秋十月发布 | 全新引擎,图表增速,更直观参数
Substance3D on October 12 2020 | Substance Designer,Technology

快准备好一起来探索全新版本的 Substance Designer!此次更新带来全面的改进,一方面是为了使用的便利性,一方面是为了功能性的优化。您将拥有一个全新的引擎,大量的节点和崭新的选项,以及更加方便的公开参数等更多内容!更新后的完整列表请查看此次的发布说明(https : // docs . substance3d . com / sddoc / version - 2020 - 2 - 10 - 2 - 0 - 200574252 . html)。

此次版本的发布说明
https://docs.substance3d.com/sddoc/version-2020-2-10-2-0-200574252.html

获取 Substance Designer
https://www.substance3d.com/download/


全新引擎V8

有了 Substance 引擎V8,我们现在可以在 Substance Designer 中更进一步。此次版本的更新让我们可以实现一些以前不可能的工具。快来尝试一下并推进其可能的极限!

➤ 全新的距离计算

距离节点会有更多的变化。我们之前使用过Euclidean距离模式;现在扩展使用全新Manhattan和Chebyshev距离计算的可能性。

640
           Euclidean——
Manhattan——
Chebyshev——


更加平滑的渐变

向超平滑渐变问声好!使用全新平滑的插值模式,您可以得到更加自然的混合颜色。这里有一张插图,从而展示我们现在所拥有的三种插值模式。

直线——
平坦切线——
平滑——

➤ 更加简单的曲线

曲线节点同样也得到全新的选项,非常感谢全新的引擎:您现在可以输出曲线纹理。虽然它只能用于灰度中,但您绝对可以想出将这个模式用于哪些很棒的用途。


➤ 输入图像上的默认值

当没有可提供的输入时,可以使用输入图像现在具有的默认颜色,它使节点上拥有可选输入的方式变得更加容易:您可以通过一些有意义的内容替换未插入的输入部分。


如果您想了解引擎升级所释放的全新功能的详细细节,这里有一份关于它的教程:



全新滤镜与选项

全新的选项专用于调整Tile Generator平铺生成器和Tile Sampler平铺采样器上的形状大小!
- 保持比例:保持平铺的比例
- 绝对性:保持平铺在最终图像宽度中的预定义百分比
- 像素:以像素为单位定义平铺大小。


通过Distance距离节点结合此选项,从而可以节省更多时间!


使用全新的Cross-section滤镜。添加一点想象力,可以通过使用这个滤镜创建复杂的形状,就像这样:


您一直强调需要的阈值滤镜终于来了!使用它比使用Histogram Scan直方图扫描二进制图像要方便很多:


我们将在本教程中讲解全新的内容:



公开参数

在工作中获得更多通用性:公开参数并让其他人获得真正多种用途的材质。毕竟这是 Substance 不可思议的价值所在,能够创建单一的纹理集,还可以适应多种潜在的用例。

为了帮助您做到这一点,我们重新修改了菜单,使其更加直观化。现在我们可以访问更多的控件,以更好的了解您可以做哪些事情:UI用户界面更加一致化,同时公开的参数更加明显。


当公开单个参数时,所有的内容都预先填充了当前的参数值。

了解如何在新版本 Substance Designer 中公开参数:



性能改进

Substance 团队总是想为您提供致力于更努力,更好,更快以及更强大的材质。为了实现这一点,我们全身心的投入性能改进。节点计算现在会首先侧重于您所感兴趣的节点,然后计算中间节点的缓存。如果您注意到调整节点时连续进行了两次计算,就是由于这个原因。


就烘焙而言,我们注意到现在使用GPU光线追踪计算贴图比最终应用后期处理的过程要更快。所以,在这个版本中我们致力于改进这一部分,从而使整个烘焙时间提高了大约70%的速度。您可以在下面的视频中注意一下:



图标

您还记得PBR渲染节点(https : // magazine . substance3d . com / how - to - use - the - substance - designer - pbr - render - node /)吗?我们已经在最近的 Substance Designer 版本发布中认真的将其进行了改进,这次我们正在使用它。这个漂亮的工具可以帮助您为自己的材质自动创建图标。

PBR渲染节点
https://magazine.substance3d.com/how-to-use-the-substance-designer-pbr-render-node/

来看看这个:


更好的是,置换将会基于实际大小的属性进行计算。

如果您想了解更多关于图标的信息,我们为此制作了一份教程:



Iray RTX 2020.1

对于即将到来闪亮般的全新NVIDIA,我们已经更新了Iray。而且为了充分利用此次更新,如果您使用的是Windows,我们建议您将NVIDIA驱动程序升级到456.38(Linux是455.23)。

通过此次Iray更新,我们现在也支持MDL1.6。



商业合作:meizi.yan@adobe.com
购买方式:shayla.yin@adobe.com

留言


微信扫一扫



Substance Designer in October: New Engine, Faster Graphs, Intuitive Parameters
Get ready to explore a whole new version of Substance Designer! This update brings improvements across the board, some for playing, some for power, and some for convenience. You’ll have a new engine, a lot of new nodes and new options, a much better time exposing your parameters, and more! The full list of changes is in the release note.

GET SUBSTANCE DESIGNER

New Engine V8
With the Substance Engine V8, we can now go one step further in Substance Designer. This allowed us to come up with a few tools, previously impossible. Try them and push back the boundaries of the possible!

New distance computations
There’s more variety in the Distance node. We’ve been using the Euclidean distance mode before; now expand the possibilities with the new Manhattan and Chebyshev distances.

Smoother gradients
Say hello to supersmooth gradients! With the new smooth interpolation mode, you can get a more natural mix between colors. Here is an illustration showing the 3 interpolation modes we now have.

Easier curves
The Curve node gets a new option as well, thanks to the new Engine: you can now output the curve texture. It works in grayscale only, but you can definitely come up with awesome uses for this mode.

Default values on input images
Input images can now have a default color that is used when no input is provided. It makes it way easier to have optional inputs on nodes: you can replace an unplugged input by something meaningful.

If you want a more detailed breakdown of the new capabilities unlocked by the Engine upgrade, here’s a tutorial:
New filters & options
New options dedicated to adjust your shapes’ sizes on your Tile Generator and Tile Sampler!
– Keep ratio: keep the ratio of your tiles
– Absolute: keep your tile a predefined percentage of the final image’s width
– Pixel: define your tile size in pixels.

Save even more time by combining this option with the Distance node!

Visualize the profile of a height map with the new Cross-section filter. With a little bit of imagination, you can also use this filter to create complex shapes, like so:

The Threshold filter you’ve always needed is finally here! It should be a lot more convenient to use than the Histogram Scan for binary images:

We explain the new content in this tutorial:

Expose parameters
Get more versatility out of your work: expose parameters and give others access to truly multipurpose materials. This is after all one of the incredible values of Substance, the ability to create one single texture set which can adapt to many potential use cases.

To help you get there, we’ve reworked the menu to be more intuitive. Get access to more controls, see better what you can do: the UI is more consistent, and the exposed parameters are more visible.

When you expose a single parameter, everything is pre-filled with the current values of your parameter.  

Learn how to expose your parameters in the new Substance Designer:

Performance improvements
The team always wants to give you the tools to work on harder, better, faster, and stronger materials. To make this happen, we worked on performance improvements. Node computation now focuses first on the node you’re interested in, then it computes the cache of intermediary nodes. If you notice two consecutive computations when tweaking your nodes, that’s why.

On the Bakers side, we noticed that computing maps using GPU raytracing was now faster than applying the padding post process at the end. So for this release we worked on improving this part and it lead to an approximate 70% speed improvement on the overall baking time. Notice by yourself in the video below:

Icons
Do you remember the PBR Render Node? We’ve seriously improved it for the last Substance Designer release, and this time, we’re using it. This nifty tool helps you create automatic icons for your own materials.

Check this out:

And to make things even better, the displacement will be calculated based on the physical size attribute.

We worked on a tutorial if you want to know more about the icons:

Iray RTX 2020.1
For the upcoming shiny new NVIDIA GPU, we’ve updated Iray. To make the most of this update, we recommend that you update your NVIDIA drivers to 456.38 if you’re under Windows (455.23 for Linux).

With this Iray update, we now support MDL 1.6 as well.


阅读原文







微信扫一扫
关注该公众号





还没有设置签名!您可以在此展示你的链接,或者个人主页!
使用道具 <
您需要登录后才可以回帖 登录 | 注册

本版积分规则

快速回复 返回顶部 返回列表