Assets that are part of a package like .abr or .sbsar cannot be edited individually. After entering an Omniverse Nucleus server, click Add to Content Browser to continue. Describe how to make a combination Blueprint/C++ game, and decisions you might make along the way. Are you sure you want to create this branch? Add the optional OmniverseGroom plugin to 4.25 and 4.26. See the USD Strength Ordering For more information regarding USD strength ordering please follow the following link. Updated note: Obviously for testing you need at least 1 character in the game with an AI controller that uses&runs a BehaviorTree (and possibly a BlackBoard as well). Do not create assets within the /Content/Omniverse folder as they could be removed from disk when these folders are cleaned. Will destroy all players of a tribe on the ARK, based on the Tribe owner (or player owner) of the thing that you are currently looking at. Specifying an invalid slot id will dump all the item(s) into your inventory. Check out the Professional Game Development in C++ and Unreal Engine to learn all about C++ Game Programming with Unreal Engine! Omniverse Audio2Face USD facial animation curves for MetaHuman characters can be imported after they are exported using the Blendshape Conversion option from Audio2Faces Data Conversion tab. [Instancing] Allow to instantiate parameters across layers, [Instancing] Allow to jump between a source layer and an instance, [Instancing] Add a "instantiate across texture sets" action, [Instancing] Indicate in the layer stack re-entrant instances (cycles), [Instancing] Delete instances when a source is removed, [Instancing] Don't allow Anchor's references from outside an instanced folder, [UI] Move the Undo Stack into its own window named "History", [Engine] Improve painting performances with Sparse painting, [Export] Add draft and re-export options to Sketchfab exporter, [Shelf] Add "flip" control for Font substances, [Shelf] Add 40 new grunges maps (bitmap based and procedural), [Viewport] Enable brush preview collisions on other visible texture sets, Update AMD GPU drivers minimum requirements, Crash When computing Substances at too big resolutions, Crash when painting heavily with particles, [Viewport] Incorrect specular reflection in the 2D view with specific meshes, [UI] Some unwanted actions appear into the History window, [UI] Improve new version dialog and add changelog, [UI] Indicate if maintenance is expired in new version dialog, [License] Update license system to handle Maintenance dates, [Export] Rename Adobe Standard Material to Adobe Dimension, [Mac] Painting leads to black squares and texture corruptions, [Engine] Cache can sometimes disappear in the Viewport, [Engine] Blocky artifacts appear when memory compression trigger, [Baking] Strange error messages when baking specific meshes, [Export] PSD are incorrectly written and are not recognized properly by Photoshop, [Layers] It shouldn't be possible to copy/paste layer across multiple projects, [Substance] UserData color space for Normal input is flipped in some cases, [Shelf] Micro-normal in generators outputs inverted curvature, [Shelf] HSL filter also affect alpha channel, [Linux] Installation on Centos fails because of missing dependencies, Installer doesn't remove all resources from previous install in certain cases, [Export] Allow to export the mesh from a project, [Shelf] Remove "Sub-Shelf" from the tabs titles, Crash when switching from a level to something else during an engine computation, [Mac] Crash on Intel GPU during engine computations, [Mac][Viewport] Bad performances when dithering is enabled, [Mac] MacOS 10.13 is recognized as "Unknown version" in the log file, [Baker] Baking with a cage doesn't work anymore, [Layers] Ctrl + C shortcut (copy action) doesn't work anymore, [Layers] Pasting layers doesn't refresh UI with anchor's references, [Anchor] Duplicate or Copy/Paste Layer with References breaks links, [Export] 8K export can crash or deadlock application in some cases, [Export] Multiple issues in generated glTF file format, [Import] Re-importing a mesh with the same filename doesn't work anymore, [Plugin] Auto-save window always appear on top of everything, [UI] Infinite loop when you Press "Escape" on the TDR Dialog, [UI] Reset UI display a second title bar on the shelf window, [Export] Allow to export mesh and textures for Adobe Project Felix, [Export] Allow to export into glTF file format, [Engine] Optimize textures size in VRAM by using block compression, [Viewport] Be able to drag and drop a mesh or project in the viewport, [UI] Log should be displayed only upon request, [UI] Allow to clear the content of the log window, [UI] Display warnings and errors in the status bar, [UI] Display Tabs on top as in web browsers, [UI] Improve "not paintable" context and messages, [UI] Add a "save as copy" action in the file menu, [Layer] Set default tiling setting to 1 by default, [Shelf] Improved gradient filter to support 10 dynamic colors, [Shelf] Add a space in the default query of the mini-shelf, [Shelf] Add a "Open in explorer" action for local resources in the shelf, [Shelf] Add template and shader for Adobe Material Standard (Project Felix), [Shelf] Increase max tiling to 128 in Material Layering shaders, [Shelf] Added sobel curvature for micro-details of Mask Generators, [Plugin] Add autosave plugin with customizable time interval, [Scripting] Add a "save as copy" function, [UI] Layout is broken at the first launch, [Export] PSD generated at export has format errors, [Export] EXR always exports 8 bits height map, [Export] Crash when exporting corrupted Additional maps, [Import] Hard edges are not preserved on low poly meshes in some cases, [Import] Improved error messages when importing meshes with issues, [Bakers] ID Map Baking fail with Match By Name enabled, [Viewport] Tangent space is not synched with bakers, [Effect] Moving back a layer doesn't restore an anchor's reference, [Effect] Refresh issue when creating a link in between two Masks with anchors, [Effect] Masks anchors above mask shouldn't be listed, [Effect] Extract Alpha setting from Anchors doesn't work, [Engine] Mask inverts itself after first brush stroke, [Engine] Crash when switching Texture Set on specific project, [Shelf] Crash when deleting a preset which is in a project, [Shelf] Typo in advanced Tri-Planar filter, [Shelf] MG Mask Builder AO Noise Scale doesn't work properly, [Shelf] MG Mask Builder has inverted curvature parameters, [Shelf] Imported alphas generate a material sphere preview instead of a flat one, Anchor Points - Layer and Mask referencing system, [Layers] Ability to rename Fill and Paint Effects, [Scripting] Allow to query Texture Set Resolution, [Scripting] Allow to get the status of the Painting engine, [Performance] Improved project loading and brush stamping optimizations, [Tool] Performance issues when tweaking material parameters, [Engine] Disappearing brush strokes when changing resolution (4K>2K), [3D View] Tangent space is not synched with bakers, [Shelf] Shelf path in the user documents isn't created automatically, [Shelf] Make presets compatible with previous versions after an update, [Shader] Non-PBR shader doesn't work anymore, [Sample] Meet Mat sample project Texture Set names are incorrect, Saving a project before creating a template returns write permission errors, [Plugin] New Substance Source plugin (allow to download assets in the shelf), [Shelf] 4 New Fonts (Japanese + Simplified Chinese, Typewriter, Segment), [Shelf] 230 New Alphas (Mix of patterns, brushes and fingerprint scans), [Shelf] 50 New Procedurals (Fabric patterns of medieval and contemporary clothing), [Shelf] 2 New environment maps (Mondarrain and Villa Nova Street), [Shelf] 9 New filters (MatFx Detail Edge Wear, Clamp, HBAO, etc. Inside the Window menu are new actions to save the UI layout into files and to reload them. If the item does not support stacking, items after the first will be dumped into your inventory. Opens the admin manager GUI, which gives you easy access to a number of useful admin things. Add import and live-sync support for USD DomeLights as UE4 sky sphere actors. If you supply a + delimited set of maps following the -map option, the maps will be exported at the path using the map name as the sub-folder and the name of the USD file. 3. Log operations but do not perform the export. Summary: Minor bugfix release, (Released: June 28, 2022) A Blueprints components are exported to USD in whatever state that they exist after the Construction Script is run. Summary: Minor release, bugfix, (Released: July 02, 2021) Credits and distribution permission. See: Fix: Restart UE4 Close the behaviorTree window (or at least make sure its not open) Start the game (simulation or PIE, doesnt matter) Do NOT pause the game Open the BehaviorTree window. Though we dont use Tick function , we can implement movement of an actor by using the component. Toggles the display of debug information on structures when you look at them, including the structures class name and entity ID. Selecting End and Merge will kick off all other collaborators to stop any further changes to the live session. Crash when copying a layer between texture sets with Quick mask data. These options are presented when importing: In this example, a USD stage was imported (without Import as Blueprint checked) and a level was created with all of the meshes, lights, etc. Ive been following this tutorial to learn about game modes and this is really halting my progress. (OM-63202), References/Payloads will be reloaded as well when layer is reloaded (OM-65069), Initialized UProperty for Omniverse Class and Struct to avoid build warning, Fix loading USD properly in Unreal Level (OM-63201), Fix crash when opening import/export dialog in the editor without viewport, Fix scaling mesh down to 0 resetting transforms (OM-65092), Fix exporting an animation sequence with no preview mesh. [Project] Indicate version in error message "data too recent" when opening a project. Introduces a gameloop with enemies, items, scoring and a time of day. You will not become any slower or faster. List all connected players and their SteamIDs. Anyone that has already joined an existing session will be listed under participants. Other user's assets Some assets in this file belong to other authors. The OmniverseStageActor is now accessing the last location of the perspective camera in the USD file referenced. Documentation page; Section 4. Avoid loading from empty USD asset path address, Support masked materials when exporting and importing USD Preview Surfaces, Support actors with the same name in multiple sublevels while exporting USD, Fix proto index if there are empty instanced mesh components, Fix separating sections to meshes: Note that the number of vertices cant be obtained from static mesh section, Fixing baking preview surface for the dynamic translucent material instance : Dynamic material instance cant set the parent directly, Mangle/Unmangle invalid characters to make UE4 access Omniverse path, This is useful because Landscape actors are currently exported as meshes and the size can get out of hand quickly, If MDL load fails try to load the preview surface instead (and vice versa), Automatically disable the editor CPU throttling to avoid live editing issues, Switched from exporting GeomSubsets to Meshes to support Preview Surface, Multiple landscapes in one map is now supported, Dynamic material instances are exported to a single MDL file (greatly improves rendering performance), Gradient: 2D texture (3D texture not supported), Perspective camera in Omniverse Kit defaults UE4 editor perspective camera transform, Some post process settings saved to stage (exposure), Local USD/USDA export added to the File:Export menu, Exporting complex, triangle mesh collision, Read-only Omniverse mount icon overlay on new Omniverse USD and MDL asset icons, Live material updates and stage management bug fixes. Source code included to allow source builders of Unreal Engine to use the plugin. The Omniverse PBR materials available from Omniverse Create can be used to prevent MDL export translation when materials are exported. Find in-depth news and hands-on reviews of the latest video games, video consoles and accessories. Item quality will always be 0 and you cannot request adding a blueprint. Summary: Minor release, Bugfix with possibility to enter hexadecimal values in the color picker, (Released: January 28, 2021) Microsoft pleaded for its deal on the day of the Phase 2 decision last month, but now the gloves are well and truly off. In the following example, the FooSample map from the BarProject project is exported to a local server for testing: Multiple Maps: Add copy/paste actions for blending modes/opacity of a layer. Originally built as a 6 section tutorial series for Epic Games, now available as open-source C++ sample project. [Color Selection] Add blending modes to Color Selection effect, [Layer Stack] Add blending mode and opacity on filters, [Layer stack] Allow tiling values bigger than 128 for fill layer/effects, Update Substance Engine to last version (8.6.3), [Steam] Optimized build for Apple Silicon chipset (Apple M1 / M2), [Crash] Ctrl Z After deleting a shader instance, [Iray] IoR is blocked to 1 for some shaders, [Win][Baking] Some high-poly fail to load, [Color Management] Incorrect color space name in UI with filters, [Color Management] HDR color space conversions with ACE on Linux produce clamped colors, [Layer Stack] Input source not saved per layer, [Painting] Temporal anti aliasing causes artifacts when painting in some cases, [Export] 2D View exports randomly uniform map, [Material Layering] Materials can disappear when reopening a project, [Iray] IoR is blocked to 1 for some shaderss, [Auto Unwrap] New option "Optimize for organic meshes" to select the segmentation algorithm, [Physical Size] Expose unit options in New Project and Project Configuration, [Color Management] Use monitor Display by default when using ACE, [Color Management][Python] Take into account ACE env-var preset file when creating project, [Color Management] Reset Color Management settings in New Project window when the configuration changes, [Color Management] Disable OCIO settings access when env-var is present, [Color Management] Safely update ACE settings when a parameter does not exist anymore, [Export] Add new GLTF export preset with Displacement support, [Scripting][Python] Retrieve resource information (including custom metadata), [Scripting][Python] Add function to query list of mesh names per Texture Set, [Content] Add new Blender template and export preset, [MacOS] Crash when launching Iray in some cases, [Thumbnails] Shelf thumbnails do not load properly, [Auto Unwrap] Unnecessary computation when splitting long islands, [Auto Unwrap] Option avoid elongated islands not taken into account, [Auto Unwrap] Loss of extra data (vertex colors) when repacking UVs, [UI] Horizontal scrollbar in properties window when Color Management is enabled, [Color Management] OCIO configs are missing substance_3d_painter_standard_srgb role, [Generator] Wrong usage of User data "disabled", [Color Management] Color Space "Not Compatible" dropdown should not be clickable, [Color Management][Shader] sRGB override define doesn't work anymore, [Generator] Wrong usage of User data "disable", [Layer stack] Broken previews with UV Tiles projects, [Shader] API documentation is not fully up to date with Bent Normals, [Export][Interoperability] Cannot send to Stager with special characters, [Content] Some brush presets thumbnails are empty or too dark, [Layer Stack] Input source are not saved per layer, [Layer Stack] Alt click on mask does not deselect effects anymore, [Crash] Opening old project saved in solo view mode, [Texture Set Settings] Normal/Ambient Occlusion mixing and height to normal methods are broken, [Export] Export textures using diffusion padding renders black maps, [MacOS] Crash when launching Iray on Monterey, [Preview Thumbnail] Simplified thumbnails are not updated when an anchor is used, [Color Management] Add support for ICC profiles with Adobe Color Engine (ACE), [Color Management] Add support for "Adobe 98 RGB" as working color space for ICC, [Color Management] Allow to configure ACE/ICC settings via a configuration file, [Color Management] Allow to input linear color values in Color Picker with Legacy mode, [Color Management] Allow to specify the color profile used for picking color outside the UI, [Color Management] Remember the last Display value chosen in the viewport, [Color Management][Substance] Make generators/filters work properly with Color Management, [Color Management][Substance] Add new colorspace override keywords $working and $standardsrgb, [Physical Size][Engine] Extract physical size info from mesh, [Physical Size][Engine] Physical size computation, [Physical Size] Expose options to use physical size in the UI, [Physical Size] Add visual helpers in the viewport, [Eye Dropper] New color eye dropper preview next to the mouse and color managed, [Eye Dropper] Color picker panel reappears at its last position when reopened, [Eye Dropper] A new icon for the Material Picker, [Eye Dropper] Color manage the channel preview of the color picker, [Eye Dropper] Add click-to-select functionality to the eyedropper, [Eye Dropper] Material picker no longer activates non-active channels, [Eye dropper] Allow to use eyedropper with a shortcut, [Eye dropper] Eyedropper picks up the relevant channel, when applicable, [Eye dropper] Entering the color picker mode deactivates all shortcuts, [Eye dropper] Remove auto selection of the hex field, [Eye dropper] Don't close the panel when using the material picker, [Eye dropper] New disabled state when channel is unavailable to pick, [Export] Add tangent attribute to glTF export, [Shader] Add support for Bent Normals shading, [MacOS] Support of 3DConnexion SpaceMouse, [Python] Document the Python version used in the API, [Content] Add 6 new 3D noises with 105 presets, [Content] 20 new grunge maps and 2 cloth folds patterns, [Content] Update "Mesh maps" export preset to use new bakers, [Content] Blur Slope and warp filter depends on texture set resolution, [Content] Update sample projects to use the 3 new bakers, [glTF] Cannot open glTF with special character, [Engine] Artefacts with anisotropy and SVT disabled, [MacOS][M1] Smart materials are not displayed correctly, [Mesh Processing] Cannot import meshes from Modeler, [UI] Horizontal scrollbar in new project window with Color Management enabled, [Color Management] Working space value missing in color picker with some OCIO configs, [Color Management] Brush preview in the viewport is not color managed, [SpaceMouse] Pivot is not updated immediately with focus change and sometimes out of the model, [Export][USD] Exported USD files have a wrong structure, [USD] Ambient Occlusion issue when exporting, [Content] Update thumbnail's mesh to match Preview Sphere sample project, Export textures using diffusion padding renders black maps, Normal/Ambient Occlusion mixing is broken, [MacOS] Crash when launching Iray in some rare cases, [Preview Thumbnail] Simplified thumbnails aren't updated when an anchor is used, [SpaceMouse] Support of 3DConnexion SpaceMouse in 2D Viewport, [Color Picker] Cannot write in hexadecimal field, [Color Management] Resources used in projection mode are not color managed in the overlay, [Color Management] Errors are not reported in log, [SpaceMouse] Remove generic error message if user does not have a SpaceMouse, [SpaceMouse] When loading a project, pivot point is always hidden, [Bakers] "Average normals" setting has no effect in UV Tile projects, [UV Tile] Inactive uv tiles overlays disappear when reloading mesh with different tiles, [Scripting][Python] Remote scripting is broken, [Scripting][Python] Several channels cannot be queried from API and it raises an error, [Scripting][Python] Crash when using ProjectEditionEntered event, [Scripting][Python] Crash when calling get_active_stack(), 3Dconnexion SpaceMouse not supported on MacOS, [UI] Horizontal scroll bar with color management appearing in some cases in new project window, [Mac M1] Smart materials are not displayed correctlys, [SpaceMouse][Windows] Support of the 3Dconnexion SpaceMouse in the 3D Viewport for navigation, [SpaceMouse][Windows] Basic shortcuts/keys for Pro and Enterprise SpaceMouse models in the 3D Viewport, [SpaceMouse][Windows] Dedicated rotation center icon in the 3D Viewport, [Color Management] Use roles from OCIO configuration to change default settings, [Color Management] Color manage the properties window for color widgets, [Color Management] Color manage the properties window for material preview, [Color Management] Color manage swatches in color picker, [Color Management] Add a setting to define the standard sRGB color space, [Color Management] Add the Standard sRGB color space from OCIO config in color picker Display selector list, [Color Management] Improvements for color space override menu, [Color Management] Allow to override the environment map color space in Display Settings, [Color Management] Draw color picker gradients based on current Display, [Color Management] Clamp HDR values by default in color editor, [Color Management] Use passthrough (no color space) for filters in Legacy mode, [Color Management] Limit gradients display in color editor to match [0-1] range, [Color Management] Hide Display selector in color picker in Legacy mode, [Color Management] Make color picker hexadecimal field always in sRGB color space, [Color Management] Disable color picker Display dropdown for data channels, [Optimization] Warp grid recomputes only covered UV tiles, [Export] Allow to export UV Tile projects for Sketchfab, USD and glTF, [Scripting][Python] Allow to change tonemapping function, [Sketchfab] Updating existing model ends up creating new model, [Sketchfab] Crash when searching for previously updated model, Crash when creating a new shader instance in Geometry Mask or when geometry is hidden, [Import Asset Window] Crash when changing the type of imported resources, Normal mesh maps are inverted when used in layer stack, [Substance] User data blending mode is not taken into account, [Color Management] Bitmaps with color space in filename are imported as UV Tile sequences, [Color Management] Color managed outputs of Substance graph are in wrong color space, [Color Management] Polygon Fill tool displays the wrong color, [Color Management] ACES tonemapper is applied to channels in solo mode, [Color Management] Tool preview sphere lighting is not color managed, [Color management][Export] Converted maps applies an incorrect conversion, [Scripting][Python][Color Management] Projects created with template & OCIO environment variable are in Legacy mode, [Scripting][Python] Cannot use the JavaScript evaluate function on startup, [3D Adobe Offer] Can not launch Painter when using regional settings with languages not supported by default, [Mac M1] Smart materials are not displayed correctly, [Color Management] Use data role in exported filenames, [Color Management] Expand the section Color Management, by default, when OCIO is selected in new project and project settings windows, [Color Management] Add ACES tonemapper in legacy mode, [Color Management] Adjust default configuration settings, [Color Management][Export] Fill $colorSpace in filenames for data channels, [Export] Export UV Tile project to Stager, [Interoperability] Not available for Steam and Substance editions, [Interoperability] Allow to send a UV Tile project to Stager, [MacOS][Crash] Painter does not start with Catalina, [Color Management][Crash] Random crash when playing with data type/color management on user channel, [Color management] Resources used as grayscale in mask display color space new menu, [Color Management] User channel is darker in the viewport in legacy mode + solo view, [Color Management] Env map is always linear when used in iRay, [Color Management] Color picker does not pick the right value for data channel in legacy mode, [Color management] Color picker is broken inside of a Substance in legacy mode, [Color management] Switching between solo channel views in the viewport does display with the right color space when using the dropdown menu, [Color Management] Export applies the wrong conversion on color managed user channels in legacy mode, Strokes made in solo view mask are not shown when switching back to material view, [Export] Converted maps are not exported as color managed channels, [Texture Set] Tooltip with original name is missing on renamed user channels, [Steam] Files missing when checking file integrity with Steam, [Color Management] Support of Color Management OpenColorIO version 2, [Color Management] Add color management settings to project settings, [Color Management] Warning window about Color Management configuration changes when opening a project, [Color Management] Display an error message if an invalid OCIO config file is selected, [Color Management] Allow to override configuration with OCIO environment variable, [Color Management] Multiple OCIO configurations integrated by default with the application, [Color Management] Extract color space name from imported bitmap filename, [Color Management] Allow to override the color space with one color space from the configuration in Properties window, [Color Management] Add color management options in Texture Set Settings, [Color Management][Viewport] Allow to color manage 2D and 3D views separately, [Color Management] Load and convert environment map to the working color space, [Color Management] Adjust color picker and editor with current color space, [Color Management] Allow to select the display transform color space in the viewport with a new dropdown menu, [Color Management] Apply display transform with Iray rendering results, [Color Management] Export textures with different color spaces, [Color Management][Python] Apply color management settings from Environment variable (OCIO) to new projects, [Viewport] Allow to undock the 2D or 3D viewport, [Auto Unwrap] New option to avoid elongated islands, [Scripting Python] Call JavaScript functions from Python API, [New Project Window] Make the imported maps section collapsible, [Projection][Warp] Allow to hide normals as an option in the Warp settings, [Content] 8 new tool presets (zipper, tightening cord, glitter), [Content] 8 new materials (scar, pocket, ), [Content] 1 new generator (inflate shrinkwarp), [Color management][Iray] Saving the render in EXR or TIFF while Color Management is activated in the viewport will always save in linear, [Color management] Resources used as grayscale in mask display the wrong Color Space menu, [Color Management][Iray] Env map is always linear when used in Iray, [Color Management][Export] Converted maps are not exported as a color managed channels, [Color Management][Export] Export ignores if user channel is color managed or not with legacy mode, [Projection] Scaling should only work in Object Space, [Projection][Crash] Switching to warp mode with a layer created with a previous version, [Projection][Warp] Flip does not work when transformation is set to world space, [Projection][Warp] Split option remains selected after splitting is done, [Projection][UV] Pivot point is reset when flipping projection, [Filter] Bake Lighting environment is changing when reloading or changing a parameter, [Interoperability] The "Browse 3D assets in Marketplace" button should always open CCD in the Stock & Marketplace 3D tab, [Projection][Warp] Expose 3D warp as a new projection mode, [Projection][Warp] Allow decal mode for Alphas, Textures and Procedurals with drag and drop in the viewport, [Projection][Warp] Use warp projection with decal shortcut (ALT), [Projection][Warp][Toolbar] Transform warp as whole or per vertices, [Projection][Warp][Toolbar] Add grid points with split warp cross wise, horizontally or vertically options, [Projection][Warp][Toolbar] Dedicated menu for reset actions, [Projection][Warp][Toolbar] Option to automatically adjust tangents when moving points, [Projection][Warp][Toolbar] Dedicated menu for grid edition (size, reset, color and handle size), [Projection][Warp] New keyboard shortcut to switch whole-vertices warp edition mode (SHIFT+V), [Projection][Warp] Click+Ctrl allows to switch between surface tool and other tools, [Projection][Cylindrical] Expose the cylindrical projection mode, [Projection][Toolbar] Group manipulator settings (size, grid steps, angle steps), [Color Picker] Use sRGB values in color picker widgets, [Color Picker] Allow to save and delete color swatches, [Color Picker] Eyedropper accessible from color and normal slots, [Color Picker] Allow to edit dynamic color between 0 and 255 values, [Color Picker] Make HSV/RGB state common across the app, [Color Picker] Color Picker window is semi persistent, [Color Picker] Pressing Esc closes the color picker window, Performance improvement for UI interaction and while painting, [Engine] Update to new Substance engine version (8.3.0), [Scripting][Python] Allow to reload the mesh of the current project, [Scripting][Python] Allow to update resources in projects, [Scripting][Python] Allow to set and query the resolution of UV Tiles, [Interoperability] Receive multiple resources from Bridge, Color picker does not display the right color, [Baking] Texture set list are not ordered correctly, [FBX import] 3ds Max group pivot transformations are not taken into account, [Substance Engine] Crash with import of corrupted SBSAR, [MacOS] Project configuration option in different languages is not present, Autosaves can freeze Painter during long processes, [Projection][Warp] Artifact lines between patches in some rare cases, [M1][Regression] Material layering not working, [Libraries] Add a way to exclude unwanted files from being crawled, [MacOS][Crash] Switching shader when using effects, [Viewport] Full preview mode no longer shows brush cursor without alpha, [Layer Stack] Many sub folders create very long freeze, [Iray] Different views in Iray and OpenGL: Visible if not working, [Iray] Index of refraction not taken into account and does not appear in mdl properties, [JavaScript] ShowExportDialog() never returns true, [Export] Very long paths are not displayed properly, [Content] Outdated shaders of the samples, [Interop] Add tooltip to inform that sending UV Tile projects to Stager is not yet supported, [Nvidia] Driver version starting with 30 are considered outdated, [Libraries] Asset panel state is not saved unless a project is open, [Libraries] New saved search retains keyword from old saved search, [Bakers][UVTiles] ID maps per meshID also take UV Tiles in consideration, [Export] gLTF files do not import vertex color, [Interop] Send to Stager is not always disabled when Stager is not detected, [Resource Updater] Photoshop brush maker cannot be updated, [Content] Fiber glass edge wear generator is broken, [Libraries] New Asset panel to replace the shelf, [Libraries][UI] Change default Asset panel orientation and UI, [Libraries][UI] Introduce a list view option to library, [Libraries][UI] New breadcrumbs navigation in the Asset panel, [Libraries][UI] Select "All libraries" when selecting a saved search, [Libraries][UI] Select "All libraries" when all folders are deselected, [Libraries][UI] New tag for particle brushes, [Libraries][UI] Replaced "shelf" by "All libraries" across the app, [Libraries][UI] Allow to hide empty folders, [Libraries][UI] Default user library should be visible even if empty, [Libraries][UI] New filtering method via asset type icons, [Libraries] Shortcut "CTRL" to select multiple asset types, [Libraries] New environment variable to control the asset preview memory budget, [Libraries][Content] New environment maps, [Libraries][Content][UI] Render displacement on default materials, [Libraries][Content] Set Adobe Standard Material (ASM) shader as default for previews generation, [Libraries][Content][ASM] New Project Templates for new ASM shader, [Libraries][Thumbnail] Use new Studio 6 environment map, [Libraries][Thumbnail] Read thumbnail in resource instead of generating it, [Libraries][Thumbnail] Add displacement to thumbnail generation, [Texture Set Settings][UI] Expose new height to normal conversion method, [Texture Set Settings][UI] Rework of the channels' UI organization, [Texture Set Settings] User Channels limit raised to 16 channels, [Texture Set Settings][UI] Indicate which channels are compatible with currently selected shader, [Shader][ASM] New Adobe Standard Material shader, [Shader][ASM] Added support for Anisotropy, Clear Coat, Subsurface Scattering, Specular Edge Color, and Sheen, [Shader][ASM] Change default channels' color values, [Shader][ASM][Export] Updated export template Adobe Dimension to Adobe Substance 3D Stager, [Shader][ASM] Added labels and tooltips for shader and MDL parameters, [Shader][ASM] Make the Scatter Color visible in 2D View even if SSS is not supported, [Shader][ASM][Iray] Support ASM shader in Iray with new MDL, [Shader][ASM][Iray] Updated Subsurface Scattering in legacy PBR spec gloss & coated, [Shader][ASM][Content] Changed the default SSS type for samples, [Shader][ASM] Added documentation for ASM API, [Shader][ASM] Optimize shaders to ignore unused channels, [Shader] Hided new shader parameters for some shaders, [Shader] Visible if for shader parameters, [Libraries] Resource preview loading time and calculation performance improvements, [Engine] Painting performance improvements, [Auto Unwrap] Packing performance improvements, [Auto Unwrap] Auto unwrap compatible with UV Tile workflow, [Auto-Unwrap] New option to position UVs according to mesh orientation, [Settings] Changed default zoom direction, [UI][Plugin] Replace icon for the plugin dcc link, [UI][AMD] Update minimum required version and popup message, [Layer Stack] Create new layer inside selected empty folder, [Branding][UI] Updated application name to Adobe Substance 3D Painter, [Branding][UI] Updated standalone version to 'Substance edition', [Branding][UI] Updated application executable name, installation path, package and icons, [Branding][UI] Renamed default library and path, [Branding][UI] Removed year-based version number, [Localization] New translations in German, French, and Simplified Chinese, [Interoperability] Interoperability with Adobe Ecosystem: Designer, Sampler, Stager, and Bridge, [Interoperability][UI] Receive and update asset from Designer, [Interoperability][UI] Receive asset from Sampler, [Interoperability][UI] Send asset to Stager, [Interoperability][UI] Show in Adobe Bridge, [Interoperability][UI] Allow to quickly access Adobe 3D Assets, [Interoperability] New usage tags of sbsar, [Interoperability] Handle received asset types, [Interoperability] Asset received from Adobe Substance 3D Designer or Adobe Substance 3D Sampler are stored in user's default chosen library, [Interoperability][UI] New icon in left toolbar to send to Stager or Photoshop, [Tablet] Low performance when Painting with pressure, [Tablet] Issue on tablets with slider controls, [Crash] Name mismatch between Texture Set list and Exporter, [Crash][Libraries] Double click on a sub-library, [Libraries] Issue when Crawling library directories, [Libraries] Force preview generation command line does not work as expected, [Libraries][Content] Baked Light Environment filter is black by default, [Linux][MacOS][Export Mesh] Cannot import glTF created on Linux/MacOS, [Linux] Dragging and dropping a file into the Asset panel can lead to a crash, [Auto-Unwrap] Auto-Unwrap is available even if a mesh has not been selected for reloading, [Particles] Wrong particle behavior with gravity, [Layer Stack] Level histogram can only use Luminance with some channels, [Geometry Mask] Right-click menu on a folder when editing the geometry mask does not work, [Projection] Seam with spherical projection & bilinear filtering, [UV Tiles] Export mask to file only exports tile 0, 0, [Iray] Normal map is not taken into account in new projects when rendering, [Baking] Rebaking a mesh with modified parameters displays a warning, [Baking][Regression] Incorrect result when high poly meshes' global bounding box does not include the scene origin, [Python] Custom user libraries are not taken into consideration, [Libraries] Saved searches not saved if no project opened, [NVIDIA] Message for outdated driver even if the driver is up to date, [Log] Warn users about incompatible AMD GPU drivers, [Color Picker] Allow to type hexadecimal values, [Geometry mask] Alt click on mesh name can lead to a crash, [Engine] Painting does not refresh the entire view when necessary, [Layer stack] Selection is stuck after changing shader, [MacOS][Color picker] Color is slightly different than the one picked, [Export] Using PSD file format does not generate one file per UV Tile, [Scripting][Javascript] alg.mapexport.getPathsExportDocumentMaps() doesn't return all the values, [Scripting][Python] Disabled plugins are enabled again when reopening Painter, New geometry mask and paint selected parts of the geometry, [Geometry Mask] Allow to paint selected parts of geometry by mesh names, [Geometry Mask] Rectangular selection in both viewports, [Geometry Mask] Allow to hide/ignore excluded geometry on any layer, [Geometry Mask][Properties] Quick selection for checkboxes with click and drag, [Geometry Mask][Properties][UI] Include/Exclude all with a dropdown in Properties window, [Geometry Mask][Properties] Allow to quickly select one item in a list with ALT+LEFT CLICK, [Geometry Mask][Properties] Overlay in viewports when hovering Mesh names/UV Tiles in Properties window, [Geometry Mask][Layer Stack] Add Copy/Paste options to the geometry mask, [Geometry Mask] New icon for Hide/ignore excluded geometry button, [Geometry Mask] New tooltip for Hide/ignore excluded geometry, [Geometry Mask] Keyboard shortcut ALT+H to toggle on/off "hide ignore excluded geometry" button, [UV Tiles][Layer Stack] New Fill layer sphere preview thumbnail for UV Tiles and simplified mode, [UV Tiles][Layer Stack] Allow to easily exit the UV Tile mask, [UV Tiles][Texture Set List] Allow to give a description per UV Tile, [UV Tiles][Texture Set Settings][UI] Two new section titles in the dropdown menu to change UV Tile resolution, [UV Tiles][Viewport] Exit UV Tile Mask when dragging a material into the viewport, [Layer Stack] Add Copy/Paste options for effects, [Layer Stack] Allow to copy/paste effects from one Texture Set to another, [Layer Stack] Allow multi-selection of effects, [Layer Stack] Add copy/paste options as shortcuts for layer effects, [Layer Stack] Automatically switch between mask and content when dragging effects to another layer, [Layer Stack] Automatically create a mask when pasting a mask from another layer, [Layer Stack] Add move effect actions inside the effects' contextual right click menu, [Layer Stack] Allow to drag and drop effects from one layer to another, [Layer Stack] Dragging items onto a folder places them on the top of the folder, [Bakers] Display individual UV Tiles in the baking progress window, [Bakers][UI] Allow to quickly bake the current Texture Set with a new button, [Bakers] Allow user to quickly select one of the bakers with ALT+LEFT CLICK, [Substance Engine] Support Default Color in new .sbsar files, [Export] Add visual feedback to indicate which UV Tile's resolution differs from project's default, [Export] Add scene size factor into exported shader json file, [UI] Update About window with versioning of internal dependencies, [Scripting][Python] Allow to manage Shelf resources, [Scripting][Python] Allow to know when a project is ready for baking and exporting, [Scripting][Python] Allow to know when a Shelf has finished crawling resources on disk, [Scripting][Python] Allow to query the list of UV tiles per Texture Sets, [Scripting][Python] Allow to assign custom preview to Shelf resources, [Scripting][Python] Allow to manage custom shelves, [Scripting][Python] Add a method index in each submodule in the documentation, [Scripting][Python] New style for the documentation, [Scripting][Python] Improvement of resources and Shelf documentation, [Content] Three new tool presets to make stitches, [Shelf] Temporarily remove "Export to Substance Share" while transitioning to the new Substance Share platform, Crash when using monitors with different resolutions, Crash in Substance Engine with some rare projects, Viewport refresh fails with Hide/Ignore Excluded Geometry when switching layers, [2D View] 2D Viewport can be missing on some projects, [Baking] "Match by mesh name" ignores parts of the object, [Layer Stack] Clicking on a layer effect opens folder, [Geometry Mask] UV Tile is still counted in mask even when reimporting the mesh without it, [Geometry Mask] Right click menu in the viewport does not provide the correct tools, [Engine] Heavy lags on particular projects, [Scripting] High latency with remote JSON POST requests on Windows, [Linux] Vram amount is not detected properly with specific integrated GPUs, [Auto Unwrap] Crashes or long unwrap on some projects, [Performance] Do not compute all UV Tiles when using the color ID selection, [Bakers][UI] Display Texture Set descriptions, [Bakers] Add collapse all/expand all options to the Selection tab, [Texture Set List] Hide description when empty, [UV Tiles][Texture Set List] Clicking on UV Tile should expand/collapse list, [Export][UI] Allow to resize the Texture Set List panel horizontally, [Export][UI] Consistent tooltip text for both UV Tiles and Texture Set workflow with unselected textures, [Scripting][Python] Allow to use export presets to export textures, [Scripting][Python] Add a changelog in documentation, [Scripting][Python] Allow to query all the available channels on a given stack, [Scripting][Python] Console UI improvements, [AMD] Incorrect detection of outdated driver version, Crash when reimporting a mesh with different UV Tiles layout in some cases, Crash when using particles with UDIMs on very heavy meshes, [UV Tiles] Crash when exporting a mesh with displacement information in some cases, [Export][Crash] Exporting 2D view in psd format can cause a crash, Importing images as sequences when creating a project does not work, [Shortcut] Camera rotates always in snap mode when changing snap mode shortcuts, Meshes are always auto-unwrapped when re-imported even if option is off, [Texture Set List] Description text field is sometimes not fully visible during edition, [Texture Set List] Dropdown menu to hide/unhide Texture Sets is not fully visible, [Texture Set List] Clicking on eye icon should not enter the "Edit Texture Set name", [Texture Set Settings] Removing a Channel also removes the Channel below, [Export] Include all and Reset all does not take UV Tiles into consideration, [Bakers] Deselected bakers appear during the baking process, Resolution update is not taken into account for baked maps used as input, [UV Tiles][Viewport] 3D Viewport freeze when adding Smart Material after folder with UV Tile mask selected, [UV Tiles][Viewport] Wireframe is still visible for hidden tiles with paint through mode, [Export][Sketchfab] Issues with "plus" subscription type, [Sketchfab] "This asset is private" checkbox is not displayed after switching account, [Export][Content] "Wiggly" brush presets can lead to performance issues, [Plugin Photoshop] Message in log: not compatible with UV Tile workflow, [Scripting][Python] PYTHONPATH env var prevents the application from starting, [Scripting][Python] Typo in Python documentation, Add environment variable "SUBSTANCE_PAINTER_VRAM_BUDGET" to override GPU VRam amount, [UV Tiles][Performance] Do not compute all UV tiles when using the Polygon Fill tool, [Iray] Save render returns an error results in a black image, [Linux] Crash after the splash screen on CentOS 7.3, [Linux] Vram amount is not detected properly with specific configurations, [Crash] Opening a project with duplicated texture set's name, [Engine] Cache invalidation issue when modifying a mask, [Texture Set List] Wrong font effect when Texture Set is deactivated, [Texture Set List] Cannot hide description, [Plugin Photoshop] Not compatible with UV Tiles workflow, [UV Tiles] Allow to choose between new and legacy workflow for UV Tiles, [UV Tiles] Import UDIMs/UV Tile image sequences as a resource, [UV Tiles] Add list of UV Tiles per Texture Set in Texture Set List window, [UV Tiles] Allow to edit the resolution of multiple UV Tiles at once in Texture Set Settings, [UV Tiles][2D View] Display UV Tiles as a grid, [UV Tiles][2D View] New viewport button to display or hide UV Tiles information, [UV Tiles] Switch painting tool to single channel by default for UV Tile projects, [UV Tiles] New button in contextual toolbar to ignore masked UV Tiles while painting, [UV Tiles][Layer Stack] New layer stack icons to improve performance, [UV Tiles][Layer Stack] Improve Paint and Fill icons in the toolbar, [UV Tile Mask][2D View] Allow to include or exclude multiple UV Tiles at once (left click, CTRL+left click), [UV Tile Mask] New UV Tile mask to include, exclude tiles per layer with a new icon, [UV Tile Mask][Layer Stack] Display the number of UV Tiles in the UV Tiles mask icon when not all are included, [UV Tile Mask][2D/3D View] Add hover effect to visualize UV Tiles under the cursor, [UV Tiles][Bakers] Allow to select and bake specific UV Tiles, [UV Tiles][Bakers] Add selection options for Texture Sets/UV Tiles, [UV Tiles][Bakers] Right click menu option to select UV Tiles within a Texture Set, [UV Tiles][Bakers] Allow quick selection in the Texture Set/UV Tiles by dragging, [UV Tiles][Bakers] Replace "All" and "None" buttons in Mesh Maps by more explicit selection options, [UV Tiles][Bakers] Display number of textures to be baked, [UV Tiles][Export] Allow to select and export specific UV Tiles, [UV Tiles][Export] Allow quick selection of UV Tiles by dragging, [UV Tiles][Export] Add dropdown menu options for UV Tiles, [UV Tiles][Export] Make some export presets unavailable if they do not work with UV Tiles (Adobe Dimension, Sketchfab, glTF, USD), [UV Tiles][Content] Update export presets to use the new $udim tag, [UV Tiles] Improve error reporting when importing meshes with overlapping UV islands, [UV Tiles][Scripting] Add UV Tile export documentation to Python doc, [Performance] New button in contextual toolbar to pause engine computation when working (SHIFT+ESC), [Performance] Faster project opening by delaying Texture Set cache computation, [Performance] Don't wait for mesh maps to load when opening project, [Performance][2D/3D View] Don't compute Mask channel in viewport when it is not used, [Performance] Do not block the application when loading mesh maps displayed in the viewports, [Performance] Improve incremental save speed when saving a project, [Performance][Bakers] Change default dilation settings to improve saving time and project size, [Performance][Bakers] Switch to grayscale on specific Bakers to improve saving time and project size, [Performance][Export] Improve engine performance to export textures faster, [Performance][Export] Improve responsiveness when opening the export dialog with a lot of Texture Sets, [Performance][Export] Improve performance when switching to tab "List of Exports", [Performance][Iray] Reduce Iray startup time, [Bakers] Add selection options for Texture Sets, Move shader instance management to Texture Set Settings, [2D/3D View] Add message at bottom of the viewport to indicate which mask type is edited, [Layer Stack] New option in settings to switch between legacy and new thumbnails, [Layer Stack] Add visual feedback to indicate loading state of the thumbnails, [Proj] New projection mode "Fill (Match Per UV-Tile)" to load image sequences, [Proj] Change fill layers projection mode to "Fill (Match Per UV-Tile)" in specific cases, [Content] Optimize Charcoal brush presets to improve performance, [Export] Disable List of Exports tab when nothing is selected, [Auto Unwrap] Improve success rate of the automatic unwrap process, [Auto Unwrap] Improved parameterization to increase speed and stability, [Alembic] Facesets are ignored when importing files, [Alembic] Infinite loading time with specific files, [Import] Incorrect UDIM image sequence is imported when only the file extension differs, [Crash] Trying to open project locked by another process leads to a crash, [Projection] Artefacts on duplicated mesh when using triplanar projection, [Export] Emissive channel is not exported with USD format, [Content] Smart Material "Charcoal" contains paint strokes, [Export] Add displacement settings in Shader parameters json file, [Crash][Engine] Crash when trying to erase and replace existing channels, [Crash] Changing shader after painting a mask in material layering, [Crash][Engine] Crashes with some heavy projects, [Bakers] Matching By Name doesn't work with OBJs exported from zBrush, [Displacement][SVT] Textures are not displayed at project opening when displacement is on, [Export] Some textures are exported uniform gray, [Export] Disabled Texture Sets should not be exported for Dimension and Sketchfab export presets, [Scripting][JavaScript] Crash while using the JavaScript API to access the export config in the onProjectOpened event, [Scripting][Javascript] onExportFinished() is not called after an export, [Bakers] Update to the most recent version, [Bakers] New Sampling method in Ambient Occlusion, Curvature, Thickness bakers, Update to the most recent version of Substance Engine, [Scripting][Python] Allow creation of ResourceID for project resources, [Scripting][Python] Allow querying channel information, [Scripting][Python] Add dryrun and callback functions to simulate texture export, [Bakers] Incorrect normals in World Space Normals baker using a tangent Normal map in specific cases, [Bakers] Error baking Ambient Occlusion with Optix when no high poly, [Dynamic Strokes] Lag when loading specific Texture Set, [Export] Should not export the disabled texture sets for USD, glTF, [Scripting][JavaScript] Cannot edit new Curvature baker settings, [Scripting][JavaScript] alg.texturesets.addChannel() does not return an error in some cases, [Scripting][JavaScript] Typo in Javascript API documentation for setProjectExportOptions(), [Scripting][JavaScript] Always exports all texture sets, [Scripting][Python] sys.executable returns a path to python.exe instead of Substance Painter, Texture cache not compatible across Mac OS and Windows/Linux, [Livelink UE4] Only last material is used for all texture sets in a combined mesh, [Export][Dimension][Skecthfab] Should not export the disabled texture sets, [Crash] Change shader after having painted a mask in material layering, [Export] Overridden state visual feedback on TextureSet, [Export] Exporter window size too large on special resolution monitor and can not be resized, [Export] Options are not saved after export, [Export] Crash or cannot export with "from cache" export preset, [Export] Cancelling export generates an unexpected additional empty map, [Export] Fix virtual export preset settings, [Python] PYTHONPATH env var is not taken into account, [Python][Export] Cancelling export via Python returns an exception error, [Python][Export] export_project_textures incorrect result with psd file format, [Bakers] Crash on Linux with GPU raytracing, [JavaScript] Cannot edit new Curvature baker settings, [JavaScript][Export] Always exports all texture sets, [Export][USD] Should not export the disabled texture sets, [Export][Export tab] Allow selection of which maps channels are exported per Texture Set, [Export][Export tab] Allow modification of the Texture Set size for all Texture Sets in one action, [Export][Export tab] Allow a different template per Texture Set (except for USD, glTF, Sketchfab and Dimension), [Export][Export tab] Quick activation and deactivation of maps and Texture Sets, [Export][Export tab] Export resolution 8192x8192 no longer experimental, [Export][Export tab] Allow modification of the file format and bit depth per map, [Export][Export tab] Allow reset to the default parameters' values, [Export][Export tab] Allow settings to be saved without exporting, [Export][Output templates tab] Rename "Configuration" tab to "Output templates" tab, [Export][Output templates tab] Allow definition of file format and bit depth per preset map, [Export][List of exports tab] New preview tab to summarize and view export process, [Import/Export Mesh] Import/Export time performance optimization, [Export Mesh] Export mesh with displacement and tessellation, [Export Mesh][UI] New settings for recomputing normal vertex, apply triangulation, [Export Mesh] Export original mesh topology with new UVs generated by auto unwrapping, Updated auto UV unwrapping with more controls, [UV Unwrapping][UI] Add setting to activate auto UV unwrapping in new project window, [UV Unwrapping][UI] New Options to control the unwrapping steps (seams, unwrapping, packing), [UV Unwrapping][UI] Allow conservation of existing unwrapping seams/unwrapping/packing, [UV Unwrapping][UI] New Options to fully recompute unwrapping steps, [UV Unwrapping][UI] New Option to control the margin size (none, small, medium and large), [Bakers] Replace old Curvature by new Curvature from mesh, [Bakers] Add match by name option to ignore backface in "Ambient Occlusion" baker, [Bakers] Add ground plane option in "Ambient Occlusion" baker, [Python][UI] New scripting menu for Python, [Python][UI] New Python documentation in Help menu, [Python] Expose Substance Painter python modules: substance_painter, alg, display, project.setting, project, texturesets, ui, [Python] Expose new "substance_painter" Python module, [Python] Expose new Python sub-module: alg, display, log, project, resource, texturesets, ui, [Python] New examples in Python documentation, [JavaScript][UI] Plugins menu replaced by JavaScript, [Viewport] Allow creation of a decal projection by "drag/dropping + ALT" a resource from the shelf, [Content] 5 new decal materials from Substance Source, [Content] Add new project templates and export presets for Maxwell renderer, [Content] Add project template for Keyshot 9 export, [Content] Update Keyshot 9 export preset to support displacement and emissive, [Content][Exporter] Update of all export presets to match latest versions of game engines and renderers, [Content][Exporter] Update export presets files to use new format and dithering settings, [Content] New templates and shaders to support VRay material (VRayMtl), [Layer Stack] Allow deletion of layer effects using trash icon or keyboard shortcut Delete, Remove plugin Substance Source (use launcher with "send to" functionality), [Windows] Do not display TDR warning on high-end GPUs, Translation issues in new project file dialog, [Bakers] Setting "Save preprocessed scene file" does not work anymore, [Planar Projection] Projection does not work on meshes with repeating UVs, [Decal] Difference of behavior in normal channel when using different fill layer projection modes, [Smudge][Clone] Artifact may appear when painting in mask, [Engine] Crash with specific layer content, [Engine] Random crash when painting in some cases, [Anchor point] Reference to an empty mask always returns white, [Export] Layer not taken into account in some particular stack configurations, [Export mesh] Cannot export with path containing special characters, [Export Mesh] Cannot read glTF files when exported from Linux or MacOS, [Import mesh] Re-importing DAE, PLY or glTF does not work as intended, [Log] Indicate outdated bios for Ryzen CPU leading to crash during baking, [Baker] Baking fail if High-poly mesh does not have UVs, [Linux] Custom mouse shortcuts are not saved, [Brush] Outline disappears with some alpha shapes, [Tablet] Bad detection when moving sliders, [Shortcuts] Can not set up any shortcut with "Ctrl+Alt+MouseClick", [Shelf] Can not see resource tooltip when using a pen tablet, [2D View][Export] 2D View preset does not take into account the normal information, Freeze when painting in UV alignment with certain brushes, Painting under a filter creates artifact on the ongoing stroke, [Viewport] Incorrect texture cache in viewport after re-importing a mesh, [Crash] Error when saving after exporting to Photoshop, [Crash] Writing special symbols in prefix when importing resources, [Crash] Click on the reference in Anchor Point Properties, [Anchor Points] Channel does not update when there is a filter between Anchor point and reference, [UV Unwrapping] Processing high poly meshes can take a long time, [UV Unwrapping] Vertices at the exact same coordinates are merged, [UV Unwrapping] UV Generation may fail on some mesh parts in some rare cases, [UV Unwrapping] Non uniform or highly distorted texel ratio in a single UV island in some cases, [UV Unwrapping] Non uniform texel ratio between Texture Sets, [UV Unwrapping] UV island generated can be very elongated and do not fit into UV space in some cases, [UV Unwrapping] Degenerated faces or non-triangular mesh faces with small or overlaping edges may not get UV unwrapped, Opening a project that was saved in solo channel mode does not display the mesh, Viewport is not always updated when painting under layer using clone tool, [Bakers] Crash related to multi-threading on Ryzen CPUs, Crash when working on meshes with specific UV projections, [ABR] Crash when switching between Photoshop presets, [Linux] Cannot start Substance Painter on CentOS 7.4 because of libGLX dependency issue, [Bakers] Crash when baking after using File > Clean, [Bakers] Baking progress dialog freeze after cancel, [Bakers] Baking mesh after exporting textures does not work, [Bakers] Using "Match By Name" results with black Mesh Maps, [Shelf] Importing PSD files leads to broken images, [Sample] "Mat" sample project has broken cameras and incorrect export preset, Integrate Automatic UV unwrapping 0.3.0 version in Substance Painter, [UV unwrapping] Automatic UV unwrapping in Substance Painter when No UVs present or partial UVs, [UV unwrapping] One Global setting to activate and deactivate it, [UV unwrapping] Version reported in log file, [UV unwrapping][UI] Indicate UV Unwrapping progress, [UI] New settings in contextual toolbar to select the brush preview: Full preview, Brush outline and Crosshair, [Tool] New advanced blending mode in alpha section: Lighten (Maximum) in addition to Normal, [Layer Stack] Gamma correction option per layer for alpha or mask (right click menu), [Layer Stack][UI] Add 'i' icon when a layer alpha is gamma corrected, [Tablet][Tool] Expose minimum pressure for size and flow, [Tablet][UI] New setting in contextual toolbar to select the curve pressure: linear, easy-in, easy-in-out, [Tablet][UX] Add Ctrl+Alt+click to scroll, Import Photoshop brush presets (ABR format), [ABR][Dynamic strokes] Support Roundness and Flip, [ABR][Shelf] Expose the brush folder structure in the Filter Editor, [ABR][Shelf] Add Photoshop icon in thumbnails, [ABR][Shelf] Add list of unsupported parameters in the ABR detailed thumbnail, [Tool][Dynamic Strokes] New dynamic stroke setting to control how many random seed to generate, [Tool][UI] Add new distribution and axis settings for Scattering jitter, [Shortcut] Add Ctrl+Shift+B to open the Baking window, [UI][Menu] Add entry in 'Edit' menu to open Baking window, [UI][Settings] Improvement alignment of the shortcuts list, [UI] Replace pressure controls (size and flow) icons by on/off buttons, [Viewport] Allow to focus 2D and 3D viewport separately, [Substance] Add support for non-clamped and soft range with sliders, [Substance] Increase Substance parameters precision up to 6 decimals, [Substance] Take into account the step defined by a parameter, [Substance] Optimize Dynamic Stroke generation with support of conditions in userdata, [Substance] Allow to designate a graph output as a mask for all channels via userdata, [Content] Update 'Mat' sample project with displacement friendly topology, new ID map and new cameras, [Content] Integrate 3 new filters (MatFx): Comic Book, Watercolor, Oil Paint (inspired by Emrecan Cubukcu work), [Content] Integrate 102 Photoshop brush presets from Kyle T. Webster's packs, [Content] Integrate 18 new brush presets: Paint Roller Arrow, Paint Roller Warning text, Charcoal Fine and more, [Content] Integrate 9 new alphas: Brush Maker Paint Roller, Brush Maker Photoshop, Brush patterns and more, [Content] Integrate 2 new tool presets: Gouache Dense and Gouache Faded, [Content] Integrate 1 new generator : UV checker (highlight UV islands and seams), [Content] Integrate 2 new export preset: Keyshot 9+ and Spark AR Studio, [Content] Integrate 1 new project template : Spark AR Studio (Facebook), [Tablet] Undoing stylus strokes (Ctrl+Z) lags more than undoing mouse strokes, [Tablet] Start and end pressure not taken into account when drawing a straight line, [Tablet] First stamp is drawn twice when using a straight line, [Tablet] Improve support for Huion tablet shortcuts, [Tablet] Improve support for Huion pen buttons, [Tablet] Offset between the brush preview and the drawn stamp, [Tablet] Shortcuts to modify brushes with pen lead to low performance in rare cases, [Tablet] Lag when painting on a specific layer, Blurry textures may occur in rare cases when switching viewport, [UI][Substance] Image inputs are not always displayed, Clean does not remove presets from shelf which have been imported in a project, [Tool][Dynamic Stroke] Performance issue when tweaking Stamp Cycle Count, Refresh issues while painting in 3D/2D viewport mode in rare cases, Painting one very long stroke can lead to a freeze, [Tool] Performance issue when painting with specific dynamic strokes, [UI] Contextual toolbar still display brush properties when selecting a folder, Import of EXR textures with floating point values are fully black, Alt+click on a channel to isolate does not work for filter and generator, [Export] Specific project crashes at export, [Substance] Incorrect default value on dropdown if parameter is hidden by Visible If, [Shader] Channels defined via Material Layering are not sorted the same way in the UI, [Shelf] Presets metadata are not saved on disk, Meetmat sample has some issues with imported cameras, [Texture Set List] Add button to quickly enable/disable focus mode, [Log] Add Windows 10 version number in the log file, Update to latest version of Substance Engine, [MacOS] Notarized the software to follow new MacOS Catalina distribution requirements, [MacOS][Shader] Mac OS 10.14.5 and AMD: material layering does not work as intended, Alembic files with subdivisions cannot be imported, Rare crashes when importing some Alembic files, UI temporarily unresponsive when baking with DXR on Pascal GPUs, Import resource by scripting can lead to a crash, [Plugin] Downloading material from source can lead to a crash, [Mac][USD] Exported USDZ files from MacOS cannot be opened, [Texture Set] Not possible to isolate a texture set with the ALT modifier, [Shelf] Presets, Smart Materials and Smart Masks are always modified when exiting application, [Layer Stack] Cannot select effect after deleting another effect, Flickering when using a slider inside the tool properties panel, Crash when exporting a preset with insufficient space, Crash when creating a preset with insufficient space, [Bakers] Added support for GPU Raytracing with DXR and OptiX (Ambient Occlusion, Thickness), [Bakers] Optimizations and accelerations for CPU Raytracing, [Bakers][Vis mode][UI] New baking visualization mode in viewport, [Bakers][Preferences][UI] New baking option for enabling-disabling GPU Raytracing, [Bakers][UI] Rework of the progress bar dialog, [Bakers] Improvement of warning and error messages, [Bakers] Allow more responsive cancelling of baking process, [Bakers] Reopen bake window after clicking cancel, [Proj][UX] Usability improvement of rotation manipulator, [Settings] Option to improve performance by reducing viewport resolution for HDPI screens, [Scripting] Change texture set resolution, [Scripting] Allow the user to select a texture set, [Scripting] Function to know when texture set selection has been changed, [Layer stack] Freeze of UI when multi-selecting layers, [Layer stack] Grouping lots of layers freezes the UI for longer than usual, [Layer stack] A layer and an effect can be both selected at the same time in some cases, Substance graphs used inside painting tools are not generated at the right resolution, [Baker] "Bake All Texture Sets" button is not disabled when no bakers are selected, [MacOS] Deactivate the warning message about tessellation, Projection tool has no preview when used with a mask, Crashes and corrupted projects when trying to save with insufficient disk space, [Shelf] Crash when importing a resource on disk via shelf with insufficient space, [Shelf] Crash when restoring session preset, [Shelf] Importing a preset with a name that ends with a space leads to a crash, [Shelf] Importing a resource with a prefix that ends with an empty space leads to a crash, Allow to specify the VRam budget with a command line (e.g. TTI, ItnMoG, UIEa, aOv, sCAmab, Fsb, gWBd, goS, 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Celestials Marvel Names, Technical Skills In Business Management, Intermediate Computer Course, Best Scottish Smoked Salmon, Searching The Grove Wow,
Celestials Marvel Names, Technical Skills In Business Management, Intermediate Computer Course, Best Scottish Smoked Salmon, Searching The Grove Wow,