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Surface3D 0.82
Surface3D 0.82
Free for individuals. Donation supported. Teams and studios need a Studio License.
New in 0.82: shaders for characters and games
- Every texture set now has a Shader (Texture Sets panel > Shader):
- Standard: as before.
- Skin: light spreads under the surface (pre-integrated subsurface scattering, red travels
furthest) and glows through thin parts such as ears and nostrils. - Foliage / thin: leaves, paper and thin cloth light up from behind.
- Clear coat: a second glossy layer on top for car paint, varnish and wet surfaces.
- Custom: all of them together.
Different mesh parts can use different shaders (skin, eyes, armour, cloth...).
- Specular level for every shader (skin about 0.35, most materials 0.5).
- Shading maps without extra weight: each value is a single number, or "Paint a map" creates a
small map layer whose mask you paint with every mask tool (brush, fill, gradients, generators,
Teach Mask), or "Use a mask..." reuses any existing layer mask. Standard sets cost nothing extra. - Translucency uses your baked Thickness map automatically, so thin parts glow where they should.
- Export presets for Unreal Engine, Unity HDRP and glTF / Blender, with the right maps packed for
each (Subsurface, Translucency / Thickness, Clear coat + roughness, Smoothness, Specular).
Maps a set's shader does not use are skipped. Import.txt lists the engine settings, including the
IOR from the specular level. Older projects get the new presets added automatically.
From 0.81
- Teach Mask drips: runs flow down from the edges you teach, spaced like real drips, with
different lengths and beads where they stop.
Install: unzip and run Surface3D.exe. Settings from earlier versions are kept.
The first start after an update can take a minute while shaders are prepared.
License: free for individuals (hobby, students, freelancers). Teams and studios need a Studio License
(one-time per seat, no subscription; early access 60% off: $59 for 2-10 seats, $119 for 11+). Details: Licensing.
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