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2. June 2016


Substance Painter is an extremely popular PBR (Physically Based Renderer) texturing tool, now integrated into just about every single modern game engine.  They just released Substance Painter 2.1 with a host of new features including:

  • Linux Support
  • Support for 4K displays
  • Support for 8K texture map export
  • ability to import UDIM based assets

Plus several smaller additions and changes including:


- [UDIM] Import UDIM Tiles from a mesh as Texture Sets

- [Linux] Added support for CentOS 6.6 and Ubuntu 12.4

- [Export] Add 8K resolution (experimental)

- [Export] Allow to choose the bit depth during the export

- [Baker] Allow to bake multiple texture sets at once

- Support high resolution monitors (High DPI scaling)

- [Scripting] Set custom resolution and padding per texture at export

- [Viewport] Allow to switch between texture set by clicking on the mesh (via Ctrl+Alt+Click)

- [Viewport] Go where the mouse cursor is when zooming with the mouse wheel

- [UI] Update default background color and environment map display

- [UI] Add tooltips with original names for User channels

- [UI] Change background color for channels that can't be renamed

- [Tool] Remove checkers when using the quick mask

- [Shader] Allow to define groups for shader parameters and materials/masks

- [Engine] Optimization of small size stamping

- [Stencil] Add "W" as shortcut to temporarily toggle the mask

- [Shelf] Add a cross button to clear the search field

- [Shelf] Load Alpha with a single click

- [Shelf] New export preset : Vray UDIM, Arnold UDIM, Spec/Gloss from Metal/Rough

- [Shelf] New alphas : geometric shapes, veins and signs

- Add name and version in the properties of Substance Painter executable


- [Substance] Impossible to use the normal channel and additional map at the same time

- [Iray] MDL refraction and absorption setting don't work

- [Iray] Original scene scale is not preserved

- [Shelf] Specular/Glossiness template use an incorrect shader

- [Export] Default export preset doesn't export some maps (like AO)

- [Viewport] Pivot point doesn't update when clicking outside the UVs in the 2D View

- [UI] Slider values are rounded

- [UI] Sometimes when editing sliders values there is a very small free space

- [New Project] Template dropdown list is not correctly updated (from 1.x to 2.x)

- [Scripting] Fixed "hover" behavior on custom buttons

- [Mac] Undoing on an empty project locks the camera

Known Issues:

- Crash report is not available on Ubuntu


You can see a walkthrough of new features in this video:


You can read more about the release here.

GameDev News

31. May 2016


Krita is a free and open source 2D sketching and painting application released under the GPL license.  They just announced a milestone with the release of version 3.  The focus of Krita 3 is animation, with the following animation focused features:

You can now do proper frame-by-frame animation in Krita. Multiple layers, all sorts of playback speeds, onion skinning, on top of all of Krita’s existing paint tools: It’s enough to make any animator’s fingers itch!Kiki_Krita_86

  • Animatable raster layers – Animated raster images with frames, and use the time-line docker to order them. Works in all color spaces and depths as well!
  • Onion skinning – This allows you to have an overlay of the previous and next frames, an important assistant when going from rough animation to smooth animation!
  • Importing image sequence – Import any set of images as an animated layer, automatically sorted by naming scheme.
  • Exporting image sequence – Export the whole animation as an image sequence, for further processing in other programs.
  • New dockers – timeline docker, animation docker, and animation workspace
  • CSV import and export – for layered animation, for use with TV-paint, or Blender via a plugin, courtesy of Laszlo Fazekas
  • Spriter scml exporter – Make the base image in Krita and then export it to this powerful cut-out animation tool for games.


(Image author link)


Of course, this is only a small subsection of the new functionality in Krita 3.  Krita 3 also adds Instant Preview,  improved layering functionality, an improved layering UI, better shortcuts, a unified grid UI, improved filters and much more.  For the full release notes click here.  Or you can preview the new features in the view embedded below.

GameDev News

27. May 2016


BrashMonkey just released Spriter Release 8.  Spriter is a 2D boned based animation system, very similar in scope to Spine that we just recently covered.  It enables you to animate 2D images by creating and posing a series of bones, much like armatures in the 3D world.  Release 8 brings a number of new features and bug fixes, including:

Additions and Enhancements

  • Image packing dialog now remembers previous settings
  • Added ability to add padding (transparent pixels surrounding each image) to spritesheets
  • Added ability to embed spritesheet information into the scml or scon file. The embedded information is not loadable by Spriter, but this will allow developers to create implementations that don't require a separate file for texture atlas information.
  • Added the ability to choose whether to save spritesheeted projects as scml or scon
  • Changed 'overwrite default pivot' to also automatically sets the sprite to default pivot point mode in the current frame

Bug Fixes

  • Fixed a bug where right-clicking a pivot point and choosing Set to Default Pivot Point, would only set the pivot point to the default value, but not apply the default pivot point state to the sprite
  • Fixed a bug where you couldn't drop objects outside of the hierarchy in the hierarchy window to remove them from all parent bones
  • Fixed bug where you couldn't edit the pivot point of a spritesheeted image from the file dialog
  • Fixed bug where creating a spritesheeted project from the imagepacking dialog with multiple spritesheets would create a project that would load correctly, but had the incorrect folder structure within the file
  • Fixed a bug where double-clicking a spritesheeted folder in the fileview would open up an empty pivot point editing widget
  • Fixed crash when adding a skin to a project
  • Fixed a bug where right clicking on skin controls would cause the right click menu to pop up. This bug also prevented the uv skin controls from popping up when double right clicking on skin controls


The original release announcement is available here.

GameDev News

26. May 2016


Houdini is a 3D content creation application with a procedural bent.  Substance is a Physically Based Renderer (PBR) for creating real world materials and texturing them.  The two products just came together:

VENICE, CA. – May 26, 2016 – Today, Allegorithmic announces the immediate integration of Substance Engine into Houdini 15. VFX artists can now import, visualize and tweak materials with the same freedom AAA game developers have enjoyed for years.

By employing the same nodal system as Houdini, Substance Engine arrives in a format Houdini artistsezgif-852304504 already understand. Materials can be created, customized and applied to any Houdini asset, including characters and environments. When finished, assets can be exported to the Unity game engine or sent to Mantra, Arnold or RenderMan (with a simple script) for a final render.

Using Houdini Expressions, variables can be attached to Substances, making the process of manipulating textures even more fluid for animated sequences. These expressions can also help artists produce thousands of randomized objects quickly, with all the scale and realism VFX requires.

“We’re thrilled to see this collaboration between SideFX and Allegorithmic spring to life,” said Rob Stauffer, Senior Production Consultant at SideFX. “Artists can now stretch the capabilities of both Houdini and Substance, with interactive workflows that cover the entire process - modeling, texturing and rendering."

“This integration makes Substance feel like it’s been in Houdini for years,” said Dr. Sébastien Deguy, Founder and CEO of Allegorithmic. “It’s truly plug-and-play.”


The Substance Engine integration is free, compatible with Houdini 15.5 and available for Windows, Mac OS X, and Linux. It can be downloaded now via Allegorithmic’s website:

GameDev News

22. May 2016


SideFX have released Houdini 15.5.  Houdini is a 3D application with a focus on procedural generation.  This release brings several new features, including:



  • New PolyBevel SOP

  • New PolySplit SOP

  • New Dissolve SOP

  • TopoBuild tool (phase II)

  • Variable width offsets in PolyExpand2D

  • Double-click for edge loop selection

  • Double-click for point and primitive island selection


  • Advanced locomotion controls

  • Direct FBX Imports for agents

  • Vertex normal support for deforming crowd agents

  • New Agent CHOP

  • New Terrain Adaptation SOP

  • Improved crowd steering behaviour

  • Accurate foot planting

  • Mocap Biped 3 with library of motion clips


  • Triplanar UV projection VOP

  • Curvature support for UV Bake

  • Tighter UV island packing in layout

Lighting and Rendering

  • Third Party Rendering Support in Houdini Indie - Today: RenderMan, Arnold, and Octane - Coming: Redshift, V-Ray and Maxwell

  • New VR Camera built using new VR lens shader

  • DOF and Motion Blur in OpenGL ROP

  • Overscan rendering support and crop window fixes

  • OpenGL displacement mapping in viewport

  • "Render to Disk in Background" button on SOHO ROPs

  • Photon tracing control in Mantra

User Experience

  • Better Euler tumbling in viewport

  • 3D handle enhancements

  • File chooser enhancements

  • Improved geometry snapping

  • Multi row/column pasting in Parameter Spreadsheet

  • Help system enhancements


  • "Delta Mush" deformation support

  • Multi overlapping selection in Dopesheet

  • Hair and fur grooming enhancements


  • Faster VEX function loading and more efficient memory use

  • Faster saving of large geometry

  • HQueue performance optimizations


  • OpenVDB 3.1


  • Many Alembic enhancements


You can see a summary of the new features in the video below.

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