Allegorithmic ha rilasciato Substance Bitmap 2 Material 3.1, un update tutt'altro che secondario a breve distanza dall'uscita della terza major release del software dedicato alla generazione automatica di tutte le mappe necessarie in ambito cg a partire da una sola immagine di partenza.

Come gli altri prodotti della suite Substance, anche Bitmap 2 Material è disponibile come plugin per alcuni dei principali DCC (3ds max, Maya, Cinema 4D), per Marmoset Toolbag e per i principali game engine (Unity e Unreal Engine).

L'update 3.1 di B2M risolve alcuni minor bugs ed introduce features del tutto nuove. A seguire la lista completa delle modifiche e delle novità introdotte dalla versione 3.1

Release Notes - B2M - Version 3.1.0


- [Parameters] Syntax errors with some "visible if" conditions
- [Parameters] Inputs tooltips need some fixes
- [Parameters] Inputs labels and ID need some fixes
- [Parameters] Default values fixes
- [Delight] Light Equalizer range values doesn't behave correctly
- [Tiling] "Make It Tile" doesn't behave the same on X and Y axis with Edges Linear method
- [Relief] "Relief Equalizer" is not resolution independent
- [Specular] Specular doesn't work in metallic areas if metallic output is disabled

New Features:

- [Filter] Improved results with non square image inputs
- [Filter] Better global performances
- [Parameters] Add a separated control on X and Y axis for Input Scale
- [Parameters] Add Light cancel angle parameter when extraction method is set on luminance based
- [Image Inputs] Have the possibility to apply Input Scale on "Metallic", "Emissive" and "Relief" image inputs
- [Image Inputs] Have the possibility to apply Make It Tile on "Metallic", "Emissive" and "Relief" image inputs
- [Tiling] "Make It Tile" Edges Quincunx tiling method must be affected by "Tiling Transition Precision"
- [Tiling] "Make It Tile": add a "Tiling Transition Size" option for "Quincunx" and "Linear" methods to control how far from the edges the transition will be done.
- [Relief] "Relief Balance" must produce higher quality results (low and mid frequencies look like coming from low resolution)
- [Relief] Add a parameter (Invert Relief Type) to control the "Invert Relief" type when the "Slope" Method is selected as the extraction algorithm.
- [Relief] Add a "Height Input Softness" option to blur the height map input
- [3D View] Add tessellation to PBR shaders (PC only due to hardware limitations on MacOSX)
- [3D View] Add simple opacity to PBR shaders (no face sorting)
- [Emissive] Add an emissive output (with image input support)
- [Emissive] Add controls to choose the generation method and adjust the result
- [Opacity] Add an opacity output (generated from the Main Input alpha channel)
- [AO] Add an extra frequency equalizer control ("AO Balance")