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"
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.
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.
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.
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.
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!
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.
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.
@@diegosmurillo 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.
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...
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..!!!!
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.
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.
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.
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.
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.
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
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!
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
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
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
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
some time my mesh show some area black like my mesh is correctly baked but asseriories below part show black so how to fix it and note that this is made in Maya so I have not high polynmesh like a zbrush any idea why it's showing black
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?
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
@@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
@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 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...
Наконец-то додумались. Осталось только научить сабстенс делать как в мармосете, когда ты Можешь в ручную локально менять параметр Максимальная Фронтальная дистнация. Еще не помешало бы сделать кисти нормально а не такими жесткими, блур исправить и тогда будет вообще защибись..
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.
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
I'm crying.... you're crying.... We're all crying. What a moving update! Thanks adobe.
watching it bake is so satisfying
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!
Nice update, just need the skew correction and it would be perfect !
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.
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.
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.
This is a feature I never thought I needed, and I am more than happy to receive it!
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!
Finally!!! Amazing, thanks Adobe-team
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.
amazing tutorial that im gonna watch many times 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.
perfect tutorial, thank you so much, very informative and clean
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!
This is really great! Thanks!
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?
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.
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
@@diegosmurillo 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.
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...
Smoothness option for normal and brush to adjust cage would becawesome, great update!
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..!!!!
Our prayers were heard!
Nice update
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.
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.
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.
great tutorial
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.
god, that video is so damn good. thx!
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.
Baking and croissant. Deadly combination
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.
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
How do you access the baking interface?
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!
Finally,an opacity baker.
HUGE! Thank you!
Amazing 😍😍😍
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.
thank you! Please make some tutorials about modelling in Sd - still there is so little valuable information about it!!!
nice, but we need skew adjustments. this is already in designer, you should add to painter.
Ah ouais c'est beau ! Très bel accent aussi, j'adore !
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
Thank you!
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
Oh my! Marmoset better check there people for a MOLE! Nice been wanting this for a while now might update my steam version
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
nice update
Took you guys long enough.
How do you reveal the rotation of normals at 10:12 ? I really need this !
Great tutorial.. I have so much to learn yet!
Thanks Ma'am
Soo. To put simply. Reduce the cage as long as it doesn't show errors. Got it.
Quick question, when I get faceted areas in the height map output, is there a issue with one of the meshes?
some time my mesh show some area black like my mesh is correctly baked but asseriories below part show black so how to fix it and note that this is made in Maya so I have not high polynmesh like a zbrush any idea why it's showing black
Amazing update! Still missing transferring textures from a mesh though :(
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?
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
cool! what about a skew painting feature?
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)
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
still no visualization of the ambient occlusion ground plane :(
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.
@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
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
This update does not really have many things, but I finally see the cage.... Please, read the comments and suggestions (like Marmoset-comment).
is there a way to visualize how far the rays go?
french accent is best
lovely!
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
we miss the Wes McDermott explanation
please add Transfer texture map feature to bake in painter, similar to designer.
how to bake color texture map from different object?
Finally UV2 support?!
I hope Adobe Korea makes Korean subtitles for this video.
Visible cage, finally.
Just wow 🥐
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.
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. =(
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.
Where is the cage edit :D
yay dragon!
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.
Where "Merge all texture sets to one"?
High prices!!! increased 50% this year!
14:42 Quaso
Ok this is an adobe W
horrible stability. Within last 20 minutes it crashed twice. Rolling back to old version
But still not fixing a Good bake without seams, .. pity
I miss Wes McDermott no one will ever explain features as good as Wes.
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...
Наконец-то додумались. Осталось только научить сабстенс делать как в мармосете, когда ты Можешь в ручную локально менять параметр Максимальная Фронтальная дистнация. Еще не помешало бы сделать кисти нормально а не такими жесткими, блур исправить и тогда будет вообще защибись..