Material layering workflow - full materials can be collapsed, blended and processed as one single element.
PBR preview - the 3d preview now uses the same lighting model as UE4
Dynamic inputs and outputs - Activate node inputs and outpus on the fly for cleaner faster graphs.
Revamped filters library - material wide weathering filters, masks generators,material blending and transformation, etc.
Expose all the parameters of a node at once
Support for substance presets
Drag and drop any node in the 3d view for a instant preview
GUI redesign to match future other stuff that may be coming in the near future…
Many, many workflow improvements and small features…
BTW, any of you who bought SD 3.x on Steam get SD 4 and all future SD 4.x updates for free, you will see the upgrade automatically in your Steam library.
that looks really nice but would it be possible to use this technology directly in unity? being able to place a bullet hole on a object midgame is something i would like to do.
That’s something you should do with decals rather than substances. Think of Substance Designer more like a nodal replacement for a complex Photoshop batch/automation setup that can be tweaked in your destination app (Unity, Unreal, modo, Max, Maya…) directly.
“BTW, any of you who bought SD 3.x on Steam get SD 4 and all future SD 4.x updates for free, you will see the upgrade automatically in your Steam library.”
In my view, that´s quite unfair. I bought Substance Designer via Allegorithmic website, now I have to pay more than steam customers? WTF?