I love this new stuff. The only thing that's missing and would be a considerable benefit is distortion compensation like in marmoset. You can manually alter the cage in specific areas to reduce distortions in some cases.
Very useful new features. I am Character Artist with a few years of eperience. For some time I was baking in Substance Designer and then texturing in Painter but it looks like now I will switch fully to SP. I wish in the future there coud be features like: 1. Painting displacement of the cage directly on lowpoly mesh in Substance Painter (I was doing it using vertex group weights in Blender combined with Displacement Modifier) 2. Painting skew correction in in Substance Painter 3. Ability to bake multiple instances of Ambient Occlusion and Curvature in Substance Painter and then blend them together with some tool. It's very usefull to combine Curvature from mesh bakes with multiple ray distances so final bake have a nice blend of soft Curvature transitions while also preserving crisp CUrvature details. 4. Some tools for "cleaning" bakes in some troublesome areas. Sometimes making clean and proper bake is too time consuming and in less visible areat it's optimatl to replace Normal, AO and Curvature bake from highpoly with bake from lowpolyor just "flatten" them. 5. Feature to combine occlusion and curvature bake by mesh name with same bake but using bake from lowpoly. I was doing multiple AO and Curvature bake in Substance Designer and then combining them using nodes. This was very usefull with complex meshes. 6. Creating 2 parallel bakes of Ambient Occulusion with multiple ray distanes. Smart materials and masks make a good use of AO with long ray distance so dirt, dust etc. accumulate in such areas while AO with short ray distance is more suitable to export AO texture for high-end graphic engines whitch can generate long-ray AO on the run using SSAO or raytracing. When you combine SSOA/raytracing with AO bake with very long rays it make final occlusion too strong generating almost black areas.
Very impressive update & a great presentation! It would be nice if you could make a video for every Major release covering and showcasing "what's new" since the last one. E.g "What's new on Adobe Substance 8.x"
Certainly an improvement, I only miss two things before I can ditch marmoset. The ability to use bake groups for the same texture set and the ability to load materials/textures onto the high poly mesh to bake into the low poly textures.
THANK YOU Adobe Substance Painter developers for this incredible tool!!! I can not WAIT to use this, this is going to be a huge life saver for so many. Also, THANK YOU to the presenter of this video! She did an incredible job presenting all the new information. Detailed and thorough. Please have her do all future videos!
I really thought the baking (excellent already as it was) would never change. Wow such a great ! improvement. Cages are still needed (hand made) on the side for perfect baking of complex geometry. But the fact that we finally ! can see cage + high res mesh feels SO much more professional than it did.
Some features are still missing compared to Marmoset. 1. If I made a mistake in the name and the bake by name did not work, I cannot distribute the groups inside the painter manually. 2. I still can't manipulate individual areas of the cage with the brush, it moves as a whole. 3. No skew correction.
4. Cannot view meshes in isolation like in Marmoset. Once they have these 4 functions, I will not bake in Marmoset anymore. For now it is a dealbreaker and I will keep using good ol' Toolbag.
@@irocklalot I still think it's the best painting software but there's feature in Marmoset that really need to be implemented in Painter. I love both of them but Painter's my go-to for most of my work with Marmoset for presentation and certain normal viewing corrections with the baker.
Actually a cool update, I'm always mixed when big corps acquire new companies but as long as Adobe realizes that the future quite literally is 3D, then I'm happy. Making 3D modelling/texturing and soon more accessable is super helpful to also enabling smaller dev teams to work on large projects. I appreciate all the effort that goes into 3D. Yes its still missing a lot but I'm sure with every new update, we get new content. So yeah, I love the new baker, its way better!
Yes finally I don't have to bake in marmoset maybe👀👀??....I wanted this cage feature for so long still the skew correction is missing but I can get behind that for the most part...Thanks Adobe..!!!!
This is a massive improvement!! I work on a project which is not allowed to use Marmoset Toolbag anymore (issues with EULA - boo on you, Marmoset.. otherwise, we love Marmoset especially with the skew painting) so we had to resort to SP for all baking. I am very happy to see this baking process overhaul and can't wait to see additional features!!!
Wow, this is actually a major improvement ! I'm usually the first to rant about Adobe not fixing their software but this update is *chef's kiss*. Could you give more examples on how to fix artifacts ? Or like, when to use the weighted normal modifier and whatnot ? That would be cool.
Pretty nice By Mesh Name is very usefull to compute a moving objet, but it even more clever to create bake sets, to isolate certain parts from each others. Actually with By Mesh Name, the object don't receive occlusion from others, but others still receive the occlusion from the moving part...
Still needs a way to combine texture sets on export. To view meshes in isolation you need to separate them into different materials, even if in the end the intent is to have those meshes on the same texture sheet.
It seems a bit overly complicated on one hand, on the other it’s nice to be able to do a single bake with different setting on specific objects. In the past I would do multiple bakes with different settings, export and reimport all of the bakes then use masks on each to fix problems.
mm... i'm still missing an option to inflate certain parts of the cage, there work very good cause u have a lot of materials, but for game industry u can't create 9 types of materials just for 1 prop or character. Still prefer Marmoset Bake options
No Base Color / Diffuse Color bake ? I want to use multiple HP scans from different libraries (various materials) and transform diffuse information to my optimized LP. Using photogrammetry scans is quite important these days. Very nice improvements overall.
great improvement! but the interactive artifact cleanup from marmoset and painting custom cages/spot fixing/skew correction is too good to pass up. if you do that, ill make that jump!
Great stuff here and an excellent presentation. I like others have mentioned am missing being able to combine texture sets on export. In the example here you use decoupling texture sets to stop AO from the weapon casting onto the magazine. This is a very clear example of a use case, however in the games that I work on, the magazine and weapon would need to be on the same texture - so dividing them in this fashion is not applicable.
This looks good, but it is not enough, because in the game industry we most often do not divide the model into several materials, but store the texture in a single texture atlas. So we also need an asynchronous setting for baking model elements. I have never had a single case where the model consisted of more than one material, but I always divide the model into many different elements to avoid overlap. Need to add settings for these elements! Thanks
I think option as clamp overlap will be very helpful for normal baking cage. For example checkbox to set cage automatically minimum inflate possible until it detects the red zones will appear. Something like in blender for bevel modifier checkbox prevents mesh intersections. If this option is true, the slider will not give you possibility to slide until 0 value.
Woow! Si que es una actualización importante para los Bakes, que bien que por fin podamos visualizar el Cage, si era un fastidio intentar adivinar el valor del Cage para que todo salga bien. Eso de hacer más modular los Bakes pudiendo hacerlos de manera individual por material o Texture Set se ve que da para mucho juego
you could leave an option to change the cage individually per object, not only per uv tile, I believe this is missing a lot, for the people who make textures for games, where an asset loads only one uvset on a single UDDIM.
I have 2 materials. I want to bake AO for material 2 counting the influence (shadows and collision) of material 1. Cant find how to do this. Is it possible?
Great update! But can you now save the bake preset settings for future use ? I really would love to save my settings so it always starts with my custom settings for all projects, thanks
When i try to adjust my cage, I don't see a change in my 3D viewport in the size of my cage.....? Is that a bug or am i not doing something correctly. I have a LP model only, no HP but i've tried enabling and disabling "use LP as HP" option and both cases don't let me adjust the size of my cage. The cage is visible and i can see it by changing its colour. I just can't adjust the size
Hi there! If you need any advice on that, come on down to the Forum & ask our experts about it. Let’s have a conversation here: [community.adobe.com/] ^Rohan
@Adobe Substance 3D does this mean i can unsync parts and it will also pretend the others dont exist in a bake so that I dont have to explode the mesh? Or do I still have to explode the mesh and make the bake then import a model that is together for texturing? This feature would be a game changer
Hi there, if you need any advice on that, come on down to the Forum & ask our experts about it. Let’s have a conversation here: [community.adobe.com/] ^Rohan
@@Substance3D a decent step forward I still feel it needs more features to compete with Marmoset toolbags Baking tools like a skew painter and a feature to manually adjust the cage for each element of your mesh
@@Substance3D yeah. I'm now looking at the baking maps list and the options are normal, WS normals, IDmap, AO, curvature, position, thickness, height, bent normals and opacity. But I want to bake the texture of my photogrammetry from high poly to an optimized low poly mesh :)
@@CoyotePark You'll have to do this with Substance Designer, it's called "Texture transfer". Painter does not support baking any tetxure between two meshes.
@@AbatuBlouu for me its the convenience of certain features of the baker that i like. Also when working in a AAA studio, anything that makes my job faster and efficient is always a plus. Not saying other bakers are worse but until they add features like cage painting, marmoset is still better.
unfortuanatly still baking in painter will be useless !!! how its possible to bake models without skew painting feature ???!!!such an important feature... !!!! still baking sould be done in another software...
This is going to make teaching this stuff so much easier. Happy my students will have an easier time understanding why their stuff is not baking well.
I'm crying.... you're crying.... We're all crying. What a moving update! Thanks adobe.
I love this new stuff. The only thing that's missing and would be a considerable benefit is distortion compensation like in marmoset. You can manually alter the cage in specific areas to reduce distortions in some cases.
Substance Designer already have that with skew correction. But yeah, we need them to implement it in Substance Painter as well.
the video was very helpful and easy to understand, i highly doubt anyone else couldve taught me better. kudos to the instructor
@JellyBelly aight cool
So sad, they didn't use a 3D scan of an Croissant as example bake 🥐
Lmao Yes !!!
Not as sad as us, realizing just now we already had a scanned croissant ready to go.
I’m not going to be happy until we get a croissant tutorial now Adobe.
Very useful new features.
I am Character Artist with a few years of eperience. For some time I was baking in Substance Designer and then texturing in Painter but it looks like now I will switch fully to SP.
I wish in the future there coud be features like:
1. Painting displacement of the cage directly on lowpoly mesh in Substance Painter (I was doing it using vertex group weights in Blender combined with Displacement Modifier)
2. Painting skew correction in in Substance Painter
3. Ability to bake multiple instances of Ambient Occlusion and Curvature in Substance Painter and then blend them together with some tool. It's very usefull to combine Curvature from mesh bakes with multiple ray distances so final bake have a nice blend of soft Curvature transitions while also preserving crisp CUrvature details.
4. Some tools for "cleaning" bakes in some troublesome areas. Sometimes making clean and proper bake is too time consuming and in less visible areat it's optimatl to replace Normal, AO and Curvature bake from highpoly with bake from lowpolyor just "flatten" them.
5. Feature to combine occlusion and curvature bake by mesh name with same bake but using bake from lowpoly. I was doing multiple AO and Curvature bake in Substance Designer and then combining them using nodes. This was very usefull with complex meshes.
6. Creating 2 parallel bakes of Ambient Occulusion with multiple ray distanes. Smart materials and masks make a good use of AO with long ray distance so dirt, dust etc. accumulate in such areas while AO with short ray distance is more suitable to export AO texture for high-end graphic engines whitch can generate long-ray AO on the run using SSAO or raytracing. When you combine SSOA/raytracing with AO bake with very long rays it make final occlusion too strong generating almost black areas.
Very impressive update & a great presentation!
It would be nice if you could make a video for every Major release covering and showcasing "what's new" since the last one. E.g "What's new on Adobe Substance 8.x"
Absolutely, that would be awesome. Great update!
Certainly an improvement, I only miss two things before I can ditch marmoset.
The ability to use bake groups for the same texture set and the ability to load materials/textures onto the high poly mesh to bake into the low poly textures.
THANK YOU Adobe Substance Painter developers for this incredible tool!!! I can not WAIT to use this, this is going to be a huge life saver for so many. Also, THANK YOU to the presenter of this video! She did an incredible job presenting all the new information. Detailed and thorough. Please have her do all future videos!
watching it bake is so satisfying
I really thought the baking (excellent already as it was) would never change. Wow such a great ! improvement. Cages are still needed (hand made) on the side for perfect baking of complex geometry. But the fact that we finally ! can see cage + high res mesh feels SO much more professional than it did.
Nice update, just need the skew correction and it would be perfect !
Some features are still missing compared to Marmoset.
1. If I made a mistake in the name and the bake by name did not work, I cannot distribute the groups inside the painter manually.
2. I still can't manipulate individual areas of the cage with the brush, it moves as a whole.
3. No skew correction.
What are they waiting for lol. Only been 6 years...
4. Cannot view meshes in isolation like in Marmoset.
Once they have these 4 functions, I will not bake in Marmoset anymore. For now it is a dealbreaker and I will keep using good ol' Toolbag.
Can't change scale of meshes(sometimes highpoly from zbrush can be 100 times bigger than your lowpoly) like in marmoset.. But anyway great baker
so marmoset still king on baking... uggggghhhh painter is soooo close of becoming the best painter software yet so close
@@irocklalot I still think it's the best painting software but there's feature in Marmoset that really need to be implemented in Painter. I love both of them but Painter's my go-to for most of my work with Marmoset for presentation and certain normal viewing corrections with the baker.
Actually a cool update, I'm always mixed when big corps acquire new companies but as long as Adobe realizes that the future quite literally is 3D, then I'm happy. Making 3D modelling/texturing and soon more accessable is super helpful to also enabling smaller dev teams to work on large projects. I appreciate all the effort that goes into 3D. Yes its still missing a lot but I'm sure with every new update, we get new content. So yeah, I love the new baker, its way better!
Brilliant update, will be very useful! Some of these I have been missing for years, so it will be very exciting to give them a go. Thank you!
Some of those features are inside 3dc for many years now. Good to see them in painter as well they are very usefull. Good job.
This is a feature I never thought I needed, and I am more than happy to receive it!
Yes finally I don't have to bake in marmoset maybe👀👀??....I wanted this cage feature for so long still the skew correction is missing but I can get behind that for the most part...Thanks Adobe..!!!!
This is a massive improvement!! I work on a project which is not allowed to use Marmoset Toolbag anymore (issues with EULA - boo on you, Marmoset.. otherwise, we love Marmoset especially with the skew painting) so we had to resort to SP for all baking. I am very happy to see this baking process overhaul and can't wait to see additional features!!!
Hey, just curious: what's the issue with Marmoset EULA?
amazing tutorial that im gonna watch many times thank you!
Wow, this is actually a major improvement ! I'm usually the first to rant about Adobe not fixing their software but this update is *chef's kiss*.
Could you give more examples on how to fix artifacts ? Or like, when to use the weighted normal modifier and whatnot ? That would be cool.
Finally!!! Amazing, thanks Adobe-team
Pretty nice
By Mesh Name is very usefull to compute a moving objet, but it even more clever to create bake sets, to isolate certain parts from each others.
Actually with By Mesh Name, the object don't receive occlusion from others, but others still receive the occlusion from the moving part...
This is really great! Thanks!
Still needs a way to combine texture sets on export. To view meshes in isolation you need to separate them into different materials, even if in the end the intent is to have those meshes on the same texture sheet.
It seems a bit overly complicated on one hand, on the other it’s nice to be able to do a single bake with different setting on specific objects.
In the past I would do multiple bakes with different settings, export and reimport all of the bakes then use masks on each to fix problems.
perfect tutorial, thank you so much, very informative and clean
Smoothness option for normal and brush to adjust cage would becawesome, great update!
mm... i'm still missing an option to inflate certain parts of the cage, there work very good cause u have a lot of materials, but for game industry u can't create 9 types of materials just for 1 prop or character. Still prefer Marmoset Bake options
true! I love that feature from marmoset toolbag, cause it helps a lot when just one part of the model goes out of the cage and needs retouching.
No Base Color / Diffuse Color bake ? I want to use multiple HP scans from different libraries (various materials) and transform diffuse information to my optimized LP. Using photogrammetry scans is quite important these days. Very nice improvements overall.
great improvement!
but the interactive artifact cleanup from marmoset and painting custom cages/spot fixing/skew correction is too good to pass up.
if you do that, ill make that jump!
Great stuff here and an excellent presentation. I like others have mentioned am missing being able to combine texture sets on export.
In the example here you use decoupling texture sets to stop AO from the weapon casting onto the magazine. This is a very clear example of a use case, however in the games that I work on, the magazine and weapon would need to be on the same texture - so dividing them in this fashion is not applicable.
Great update but we still need feature which can merge mutiple texture set to one.
Our prayers were heard!
This looks good, but it is not enough, because in the game industry we most often do not divide the model into several materials, but store the texture in a single texture atlas. So we also need an asynchronous setting for baking model elements.
I have never had a single case where the model consisted of more than one material, but I always divide the model into many different elements to avoid overlap. Need to add settings for these elements!
Thanks
I think option as clamp overlap will be very helpful for normal baking cage. For example checkbox to set cage automatically minimum inflate possible until it detects the red zones will appear. Something like in blender for bevel modifier checkbox prevents mesh intersections. If this option is true, the slider will not give you possibility to slide until 0 value.
great tutorial
Nice update
Woow! Si que es una actualización importante para los Bakes, que bien que por fin podamos visualizar el Cage, si era un fastidio intentar adivinar el valor del Cage para que todo salga bien. Eso de hacer más modular los Bakes pudiendo hacerlos de manera individual por material o Texture Set se ve que da para mucho juego
Oh my! Marmoset better check there people for a MOLE! Nice been wanting this for a while now might update my steam version
nice, but we need skew adjustments. this is already in designer, you should add to painter.
Thank you!
Baking and croissant. Deadly combination
thank you! Please make some tutorials about modelling in Sd - still there is so little valuable information about it!!!
god, that video is so damn good. thx!
Finally,an opacity baker.
you could leave an option to change the cage individually per object, not only per uv tile, I believe this is missing a lot, for the people who make textures for games, where an asset loads only one uvset on a single UDDIM.
HUGE! Thank you!
nice update
Ah ouais c'est beau ! Très bel accent aussi, j'adore !
What do i do if when i bake all the faces seams are visible. Like every face on the mesh is outlined and is shown in the texture
How do you reveal the rotation of normals at 10:12 ? I really need this !
Great tutorial.. I have so much to learn yet!
I have 2 materials. I want to bake AO for material 2 counting the influence (shadows and collision) of material 1. Cant find how to do this. Is it possible?
Amazing 😍😍😍
Great update! But can you now save the bake preset settings for future use ? I really would love to save my settings so it always starts with my custom settings for all projects, thanks
still no visualization of the ambient occlusion ground plane :(
Soo. To put simply. Reduce the cage as long as it doesn't show errors. Got it.
Thanks Ma'am
Took you guys long enough.
Please Adobe add an option to paint and export skew normal and inflate cage (with an option to export the textures with the painted artifacts)
When i try to adjust my cage, I don't see a change in my 3D viewport in the size of my cage.....? Is that a bug or am i not doing something correctly. I have a LP model only, no HP but i've tried enabling and disabling "use LP as HP" option and both cases don't let me adjust the size of my cage. The cage is visible and i can see it by changing its colour. I just can't adjust the size
This update does not really have many things, but I finally see the cage.... Please, read the comments and suggestions (like Marmoset-comment).
need a way to edit the cage manually if needed for sure
Hi there! If you need any advice on that, come on down to the Forum & ask our experts about it. Let’s have a conversation here: [community.adobe.com/] ^Rohan
Amazing update! Still missing transferring textures from a mesh though :(
@Adobe Substance 3D does this mean i can unsync parts and it will also pretend the others dont exist in a bake so that I dont have to explode the mesh? Or do I still have to explode the mesh and make the bake then import a model that is together for texturing? This feature would be a game changer
How do you access the baking interface?
Is Height Map Baker also new ? Never heard about it ! How it's working compared to import Zbrush displacement maps ?
Should have also made synchro/desync features available for UV tiles and not only for texture sets.
Quick question: Does baking work if the object receiving the textures has missing faces?
Hi there, if you need any advice on that, come on down to the Forum & ask our experts about it. Let’s have a conversation here: [community.adobe.com/] ^Rohan
Very nice update! Will Substance Painter also have another baking feature “transfer texture from mesh” ? Not just in Desinger😢
We are going to pursue improving it (No ETA though)
@@Substance3D a decent step forward I still feel it needs more features to compete with Marmoset toolbags Baking tools like a skew painter and a feature to manually adjust the cage for each element of your mesh
how to bake color texture map from different object?
is there a way to visualize how far the rays go?
cool! what about a skew painting feature?
please add Transfer texture map feature to bake in painter, similar to designer.
lovely!
Hell of a change, I'm still not confortable with. Still thinking it was easer before.
Bug: When "alt" is pressed, now zoom on scroll not working. =(
Just wow 🥐
we miss the Wes McDermott explanation
Where "Merge all texture sets to one"?
french accent is best
horrible stability. Within last 20 minutes it crashed twice. Rolling back to old version
Visible cage, finally.
I don't see Albedo in the baking maps list. hm?
base color ?
@@Substance3D yeah. I'm now looking at the baking maps list and the options are normal, WS normals, IDmap, AO, curvature, position, thickness, height, bent normals and opacity. But I want to bake the texture of my photogrammetry from high poly to an optimized low poly mesh :)
@@CoyotePark You'll have to do this with Substance Designer, it's called "Texture transfer". Painter does not support baking any tetxure between two meshes.
@@Substance3D hm alright, that's a pity. I hope the team can code in albedo texture transfer. Even the little old xNormal program has it.
yay dragon!
Finally UV2 support?!
Where is the cage edit :D
I hope Adobe Korea makes Korean subtitles for this video.
u can use whisper AI to automatically add subtitles in ur language.
When is the releasedate for this on Steam?
The steam version already has it I'm literally looking at it right now
@@justified9537 Sorry, i actually thought this was a feature for Substance 3D Painter 2023. Im shocked they put it into the 2022 version
@@TheDvd3000 no apology necessary just sharing information so we can all enjoy it.
Should be any day now, we're figuring out a few last minutes issues.
But still not fixing a Good bake without seams, .. pity
High prices!!! increased 50% this year!
Ok this is an adobe W
marmoset still better. cannot seperate cages...
@@AbatuBlouu for me its the convenience of certain features of the baker that i like. Also when working in a AAA studio, anything that makes my job faster and efficient is always a plus. Not saying other bakers are worse but until they add features like cage painting, marmoset is still better.
14:42 Quaso
This is still nowhere near the level of Marmoset Toolbag
🥐 C R O I S S A N T 🥐
unfortuanatly still baking in painter will be useless !!!
how its possible to bake models without skew painting feature ???!!!such an important feature... !!!!
still baking sould be done in another software...
I miss Wes McDermott no one will ever explain features as good as Wes.
Ruined the AO baking for me.