This page contains information on all the ArtEngine releases of 2022, including new features and fixes.
The versions are listed in order of release, from most recent to last.
Officially supported Nvidia Drivers
Versions 461.72 or later.
ArtEngine version 2022.3.2
Release date: May 4th, 2022
New Features and Improvements
We have released an update to fix an issue where templates with Blend nodes were defaulting to have the 'scale to fit' option unticked. The intention was to have Blend nodes have the 'scale to fit' option ticked by default, and this should have been reflected in the templates. We have fixed this issue in the 2022.3.2 release, which you can download here or directly within ArtEngine.
ArtEngine version 2022.3.1
Release date: March 8th, 2022
New Features and Improvements
HDRP 3D Viewer - Load custom meshes
You are now able to load your own meshes into the Unity Window from the Node Graph by right clicking in the Node Graph and choosing ‘View in HDRP Viewer’. You can also load your own materials onto these meshes.
Clone Stamping - live wrapping view
You are now able to see a live update of your textures tiles in the 2D viewer, so you can see if your seams will tile correctly as you are making changes. The wrap edges checkbox for clone stamp should be ticked to enable this view.
CLI - Better control of parameter settings
You can now edit parameters of nodes without changing the xml directly. The CLI node parameters can be named by adding an attribute to the XML Model sub-elements in the graph file, and CLI node parameters can be specified with CLI parameters.
Chrome Ball - Workflow Change and CLI compatibility
We changed Chrome Ball to use input pins instead of a folder path. This means that within the ArtEngine UI you can bring in your scanned chrome ball images (up to 16) and then right click to add them directly to the Chrome Ball node. Then you can either bring in your chrome ball mask image or use mask paint to draw it directly. The chrome ball mask input is required to execute the node.
If you still want to use a folder path process within ArtEngine UI, you can use the batch input node, split materials, and assign individual images to the chrome ball inputs. Make sure the number and name are always the same, paying special attention to the Chrome Ball Mask input.
Chrome Ball node can now also be used from the CLI, which was the main reason for this change.
Resolved Issues
We have added a more detailed error message when using Style Transfer (Beta). As a reminder, Style Transfer can only accept a maximum of 1k inputs.
Fixed issues with the HDRP Lit Specular Color material causing the materials in Unity to look overblown.
Fixed an issue where the Templates files were not loading into ArtEngine correctly.
Known Issues
When executing a batching process, please execute the batch input node for best results. Pressing execute all causes batching to skip some input folders.
If one input folder has more maps than another Batching will create extra black maps in the output folders to make up the difference in numbers,
Mutation Revision doesn't work on resolutions that are not a power of two (e.g. 1K, 2K, 4K, etc)
Seam Removal, Mutation, Mutation (Structure): using an Ignore mask with hard edges may sometimes cause artifacts in the output of these nodes. There is a known workaround for this problem, which is to blur (or feather) the mask edges. You can do so in one of the following ways:
When creating the mask using a Mask Paint node, you can adjust the hardness property of your brush at the time of painting to ensure mask edges are feathered.
When working with an existing mask, you can pass it through a Blur node before connecting it to the Ignore port of Smart Mutation nodes.