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	<title>Substance 3D - DIGITAL PRODUCTION</title>
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	<title>Substance 3D - DIGITAL PRODUCTION</title>
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		<title>ArcBrush turns image editing into a node graph</title>
		<link>https://digitalproduction.com/2026/05/05/arcbrush-turns-image-editing-into-a-node-graph/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Tue, 05 May 2026 07:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D texture]]></category>
		<category><![CDATA[ArcBrush]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Compositing]]></category>
		<category><![CDATA[game art]]></category>
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		<category><![CDATA[Substance]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-41-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A colorful digital workspace displays cartoon-style tiger characters. Two tigers are shown: one orange with black stripes and blue accents, the other pink and teal. Various design options are visible on the side, featuring different backgrounds and color palette selections." /></div><div><p>ArcBrush ships free for Windows and macOS with 75 nodes, batch export, sprite sheets, texture helpers, and optional paid AI credits.</p>
<p>The post <a href="https://digitalproduction.com/2026/05/05/arcbrush-turns-image-editing-into-a-node-graph/">ArcBrush turns image editing into a node graph</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-41-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A colorful digital workspace displays cartoon-style tiger characters. Two tigers are shown: one orange with black stripes and blue accents, the other pink and teal. Various design options are visible on the side, featuring different backgrounds and color palette selections." /></div><div><figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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<h3 id="the-pitch-graphs-not-layers" class="wp-block-heading">The pitch: graphs, not layers</h3>



<p class="wp-block-paragraph"><a href="https://arcbrush.com/?utm_source=chatgpt.com">ArcBrush</a> builds images in a node graph. You wire inputs into operations and wire the result into exports. The app focuses on non-destructive editing, with parameters staying live so you can adjust a pipeline long after the first export. The core editor is free to download and use, and it does not require an account for non-AI work <em>(Oh, blessed 2026, when this is a mention-worthy feature of a software….) </em>. It runs as a native desktop app written in <a href="https://isocpp.org/">C++</a> and works on <a href="https://www.microsoft.com/windows">Windows</a> and <a href="https://www.apple.com/macos/">macOS</a>. Linux coming soon.</p>



<p class="wp-block-paragraph">If you live in node land already, the concept will feel familiar. The difference here is that the output target is mostly 2D deliverables: icons, sprites, UI variants, texture maps, and piles of formats that someone will ask you to regenerate five minutes before lock.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-13-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?quality=72&ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-13-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?resize=1200%2C675&quality=72&ssl=1"  alt="A black soda can with a bright purple logo featuring the letter &#039;A&#039; and text &quot;ArcBrush Cola&quot;. The can is situated on sandy beach with gentle waves lapping in the background and lush palm trees swaying in the sunlight, creating a relaxing tropical atmosphere."  class="wp-image-275368" ></a></figure>



<h3 id="node-count-node-types-and-the-day-job-stuff" class="wp-block-heading">Node count, node types, and the day job stuff</h3>



<p class="wp-block-paragraph">The app has 75 composable node types and type-safe connections that prevent invalid wiring. It also brings five pin types, separating images, masks, palettes, and variants so the graph can validate what you connect.</p>



<p class="wp-block-paragraph">A lot of the feature list reads like it came from someone who has rebuilt the same export stack too many times. There is auto save with crash recovery. There is a minimap, node search, undo and redo, node groups, per node notes, and sticky notes.</p>



<p class="wp-block-paragraph">The preview tooling targets production rather than marketing . You can lock the preview to any node output, zoom deep with a pixel grid, inspect RGBA values, isolate channels, and view a live histogram overlay. For monitoring consistency, the app reads your monitor ICC profile and applies correction so the display matches exports via display color management using the monitor profile from the <a href="https://www.color.org/">International Color Consortium</a>. Test that on your own display chain, especially if you work across multiple calibrated panels, because colour surprises are lovely… .</p>



<p class="wp-block-paragraph">On the output side, there are single-image exports and batch exports. Export Batch can produce named files per palette variant, or pack variants into a single sprite sheet PNG while also writing a TexturePacker compatible JSON manifest. Export nodes also support relative paths, and the app can create directories automatically when exporting.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-22-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?quality=72&ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-22-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?resize=1200%2C675&quality=72&ssl=1"  alt="A digital interface displaying various potion bottles arranged in a grid. Each transparent bottle, topped with a cork, contains vibrant, colored liquids—red, orange, yellow, green, blue, and purple—along with brown tags attached to each. The interface includes a color adjustment panel on the left."  class="wp-image-275370" ></a></figure>



<h3 id="pixel-art-and-texture-helpers-without-pretending-to-be-a-full-dcc" class="wp-block-heading">Pixel art and texture helpers, without pretending to be a full DCC</h3>



<p class="wp-block-paragraph">The feature goes for game art and texture workflows, but it stays in 2D territory. There are pixel art oriented nodes like Pixelate, Outline, Dither, Quantize, Palette Remap, and sprite sheet export. Dither lists Floyd Steinberg, ordered, and blue noise options.</p>



<p class="wp-block-paragraph">For texture work, the app includes Seamless Blend to make images tileable, Noise and Pattern nodes for procedural bases, Tile Preview to check repetition, and a Normal Map node that generates lighting maps from grayscale. This is not a replacement for a full material authoring suite, but it covers the everyday prep-and-iteration loop where you need quick variants, quick tiling fixes, and quick exports without babysitting layers.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-57-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?quality=72&ssl=1"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  width="1200"  height="675"  sizes="auto, (max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/05/z4evw_g1xbg-00-00-57-3-arcbrush-10_-the-node-based-image-editor-free-mac-and-windows.png?resize=1200%2C675&quality=72&ssl=1"  alt="A close-up view of a rich brown wooden surface, showcasing vertical planks with natural grain patterns and subtle variations in color. A computer mouse pointer hovers over the surface, indicating interactive engagement, set against a contrasting dark background."  class="wp-image-275371" ></a></figure>



<p class="wp-block-paragraph">If you spend time in <a href="https://digitalproduction.com/tag/texture-painting/?utm_source=chatgpt.com">texture painting</a> or material prep, the most interesting claim is the pipeline idea: build the graph once, then regenerate every variant and export target when the source changes. That includes a Watch File toggle on input nodes that reloads when the source file changes on disk. The page even spells out a simple case: edit in Photoshop and see the result live in ArcBrush. That makes it less of a walled garden and more of a graph-driven post station for assets.</p>



<p class="wp-block-paragraph"><a href="https://opencv.org/">OpenCV</a> processes images on CPU and GPU, and <a href="https://www.khronos.org/opengl/">OpenGL</a> renders previews. For SVG import, it rasterizes via <a href="https://github.com/thorvg/thorvg">ThorVG</a>. None of that guarantees performance on your particular workstation, but it does clarify that the app aims for native processing rather than another browser wrapper.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/JUdCZS8MhJw?version=3&rel=1&showsearch=0&showinfo=1&iv_load_policy=1&fs=1&hl=en-US&autohide=2&wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="optional-ai-nodes-credits-cloud-and-knobs-you-can-count" class="wp-block-heading">Optional AI nodes: credits, cloud, and knobs you can count</h3>



<p class="wp-block-paragraph">AI features are optional. The app has AI cloud based nodes that only reach out when you use them, while the rest of the graph runs locally. There are nodes for text to image, image edit with text instructions, background removal, and 4x upscale powered by <a href="https://github.com/fal-ai/aura-sr">AuraSR</a>. It also  has differnet models, including <a href="https://blackforestlabs.ai/">FLUX</a> variants and <a href="https://gemini.google/">Nano Banana 2</a> for text to image and editing.</p>



<p class="wp-block-paragraph">Pricing for AI is a one time credit packs with no subscription and credits that never expire. The packs listed are Starter at $10 for 350 credits, Plus at $20 for 800 credits, and Pro at $40 for 1800 credits. The site also states 10 free credits on signup. Credit costs vary per model and task, and at standard resolution up to 1024 by 1024.</p>



<p class="wp-block-paragraph">That setup makes it easy to budget AI usage as a production expense, but it also adds a network dependency for those nodes. Treat it like any other external service: check availability, latency, and whether cloud processing fits your client and studio rules. Or if the bubble already burst, and you need to rewire things to the little Docker Server you have in your Cupboard that replaces all the Hype…. If you only want the node graph editor, you can ignore AI completely and still use the full non AI toolset.</p>



<h3 id="where-it-fits-if-you-already-have-node-tools" class="wp-block-heading">Where it fits if you already have node tools</h3>



<p class="wp-block-paragraph">Node based workflows already dominate <a href="https://digitalproduction.com/tag/compositing/?utm_source=chatgpt.com">compositing</a> and lookdev, so the real question is whether a dedicated 2D node graph editor reduces friction compared to existing tools. ArcBrush positions itself as a build once and export everything machine: variants, palettes, batch exports, sprite sheets, and texture prep steps chained together so you can re run them on demand.</p>



<p class="wp-block-paragraph">First, when you need to ship a lot of consistent variants, like tiered item icons, UI colorways, or platform specific asset sets. Second, when you need to keep a process editable after the first deliverable, because late changes rarely arrive in a neat package.</p>



<h3 id="reality-check-before-you-bet-a-deliverable-on-it" class="wp-block-heading">Reality check before you bet a deliverable on it</h3>



<p class="wp-block-paragraph">ArcBrush looks designed for artists who want node graph control for 2D assets and textures without living inside a heavyweight suite. The free core editor and the explicit credit pricing for AI lower the barrier to testing (Which we’ll do after FMX) , and the node count and export features cover a lot of common production chores.</p>



<p class="wp-block-paragraph">Still, new tools and innovations should be tested before use . Put it on a few real assets, run it through your team review loop, and see whether teh graph model actually reduces mistakes compared to your current wokrflow.</p>



<p class="wp-block-paragraph">ArcBrush is available as a free download from the product site, with documentation hosted on the docs portal and community links including <a href="https://discord.gg/">Dis</a>c<a href="https://discord.gg/">ord</a>.</p>



<p class="wp-block-paragraph"><a href="https://arcbrush.com/?utm_source=chatgpt.com">https://arcbrush.com/</a></p><p>The post <a href="https://digitalproduction.com/2026/05/05/arcbrush-turns-image-editing-into-a-node-graph/">ArcBrush turns image editing into a node graph</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Abstract ships InstaMAT 2026 Curves Brushes</title>
		<link>https://digitalproduction.com/2026/03/13/abstract-ships-instamat-2026-curves-brushes/</link>
		
		<dc:creator><![CDATA[Manuel Kotulla]]></dc:creator>
		<pubDate>Fri, 13 Mar 2026 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Newsletter]]></category>
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		<category><![CDATA[3D texturing]]></category>
		<category><![CDATA[3ds Max]]></category>
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		<category><![CDATA[InstaMAT]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/gtc77l4ej1m-00-00-27-43-introducing-curves-brushes-in-instamat-studio-2026.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A close-up of a wooden barrel with visible texture and grain. A blue curve is drawn on the barrel's surface using a digital brush tool. The interface of a graphic design software is shown to the right, displaying brush settings." /></div><div><p>InstaMAT 2026 adds editable curve painting, smarter symmetry, and fresh mesh masking, plus pricing tweaks that matter for teams and freelancers.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/13/abstract-ships-instamat-2026-curves-brushes/">Abstract ships InstaMAT 2026 Curves Brushes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/gtc77l4ej1m-00-00-27-43-introducing-curves-brushes-in-instamat-studio-2026.png?fit=1200%2C675&quality=72&ssl=1" width="1200" height="675" title="" alt="A close-up of a wooden barrel with visible texture and grain. A blue curve is drawn on the barrel's surface using a digital brush tool. The interface of a graphic design software is shown to the right, displaying brush settings." /></div><div><p class="wp-block-paragraph">InstaMAT Studio is out now –  a layer-based painting and node-based authoring tool in the same general category as <a href="https://www.adobe.com/products/substance3d.html">Substance 3D</a> tools like <a href="https://www.adobe.com/products/substance3d-painter.html">Substance 3D Painter</a>, <a href="https://www.adobe.com/products/substance3d-designer.html">Substance 3D Designer</a>, and <a href="https://www.adobe.com/products/substance3d-sampler.html">Substance 3D Sampler</a>, with integrations into common DCCs and engines including <a href="https://www.autodesk.com/products/3ds-max/overview">3ds Max</a>, <a href="https://www.blender.org/">Blender</a>, <a href="https://www.autodesk.com/products/maya/overview">Maya</a>, <a href="https://unity.com/">Unity</a>, and <a href="https://www.unrealengine.com/">Unreal Engine</a>.</p>
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<p class="wp-block-paragraph">What changes in 2026 is the set of levers available for high-precision, iteration-friendly detailing. Curves Brushes move detail painting toward an editable, control-point workflow. Lazy Stroke helps freehand lines behave. Radial symmetry adds a new patterning tool. Masking and mesh filters expand geometry-aware selection and effects. The new toolbar and hotkeys aim to keep artists in flow instead of chasing settings panels.</p>



<p class="wp-block-paragraph">And yes, your first experiment should probably be those curve-driven panel lines that always look great right up until the model changes. This time, the system is explicitly designed so the detail survives that upstream change.</p>



<h3 id="curves-brushes-strokes-that-stay-alive" class="wp-block-heading">Curves Brushes: strokes that stay alive</h3>



<p class="wp-block-paragraph">Curves Brushes let you create editable curve paths on the mesh, using control points rather than a one-and-done freehand stroke. Those curves remain editable after creation, including moving and refining control points, and transforming an entire curve as a unit by translating, rotating, or scaling the path.</p>



<p class="wp-block-paragraph">A single curves layer can hold multiple curves, and their painting sequence can be reordered. Curves can also be set to erase instead of paint, and they can be closed to form continuous shapes from end point to end point.</p>



<p class="wp-block-paragraph">Control points support different point types, including linear, symmetrical, smooth, and cusp, with a Joint Smooth setting to control how sharp or fluid the transitions are between segments. Each control point also supports per-point settings for radius, falloff, flow, and rotation, enabling effects such as tapering and gradual fading along the curve. </p>



<p class="wp-block-paragraph">Curves can orient brush strokes along the path, so details follow the curve’s flow rather than fighting it. Curves also support dynamics for randomised size, flow, rotation, and position to add variation without manually wiggling your wrist into submission. The Curves workflow uses a GPU-accelerated 3D painting engine and does not rely on mesh UVs. The stated result is that curves remain intact even when topology or UV layout changes, which is framed as especially useful for repeating high-precision details such as panel lines, seams, stitches, and decorative elements.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instamat.io/instamat_studio/layering/lazystroke_2026.gif?w=1200&ssl=1"  alt="https://docs.instamat.io/instamat_studio/layering/lazystroke_2026.gif" ></figure>



<h3 id="lazy-stroke-smoothing-now-built-in" class="wp-block-heading">Lazy stroke smoothing, now built in</h3>



<p class="wp-block-paragraph">Alongside Curves, InstaMAT 2026 adds Lazy Stroke, a brush-smoothing feature designed to dampen shaky-hand input and cursor jitter. When enabled, the brush follows the cursor with a delay set by a configurable radius, producing smoother lines for precision freehand painting. The feature is positioned for tasks such as smooth linework, organic patterns, and fine-detail passes where jitter becomes visible in the final maps. If you have ever zoomed in to paint one confident line and instead produced a seismograph reading, Lazy Stroke is aimed squarely at that moment. Try it, then decide if it belongs in production.</p>



<h3 id="symmetry-upgrades-radial-joins-planar" class="wp-block-heading">Symmetry upgrades: radial joins planar</h3>



<p class="wp-block-paragraph">Radial symmetry painting is new in InstaMAT 2026, enabling repeating brush instances around a central axis. The symmetry axis can be set to X, Y, or Z, the number of repeated instances is configurable, and the angle span can cover full 360 degree patterns or partial arcs. The plane origin is also customizable, allowing the symmetry center to be placed where it is needed on the asset.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instamat.io/instamat_studio/layering/radialsymmetry_2026.gif?w=1200&ssl=1"  alt="https://docs.instamat.io/instamat_studio/layering/radialsymmetry_2026.gif" ></figure>



<p class="wp-block-paragraph">Planar symmetry painting is also described as significantly improved. The symmetry plane can be offset to a custom position on any of the three world axes, plane visibility can be customised, and there is an option to mirror the brush on the opposite side of the plane. Symmetry accuracy is described as improved even when painting on meshes that are not exactly symmetrical, targeting the real-world scenario where characters and props have small asymmetries and deformations.</p>



<h3 id="masking-normals-submesh-size-and-raytraced-ao" class="wp-block-heading">Masking: normals, submesh size, and raytraced AO</h3>



<p class="wp-block-paragraph">InstaMAT 2026 extends its mask set with new workflows aimed at isolating geometry features without hand-selecting everything. The new Mesh Normal Mask can isolate parts of a mesh based on polygon normals and an angle tolerance. The workflow is click-based: click a region, and the mask selects surfaces with similar normal directions. Multiple chosen areas can be defined within a single mask, and tolerance can be adjusted per point. The mask is described as UV independent and stable across topology or UV changes.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instamat.io/instamat_studio/layering/meshnormalmask_2026_2.gif?w=1200&ssl=1"  alt="https://docs.instamat.io/instamat_studio/layering/meshnormalmask_2026_2.gif" ></figure>



<p class="wp-block-paragraph">The Mesh Submesh Mask can mask submeshes by size and distance, targeting scenes with many similarly sized objects where manual isolation is tedious. There is also a Mesh Ambient Occlusion Mask described as using raytracing to generate occlusion-based selections for isolating crevices, corners, and recessed areas.</p>



<h3 id="mesh-filters-and-nodes-mirror-bevel-normals-drips-and-smoothing" class="wp-block-heading">Mesh filters and nodes: mirror, bevel normals, drips, and smoothing</h3>



<p class="wp-block-paragraph">A batch of mesh-oriented effects and nodes are listed as part of the 2026 update. Mesh Laplacian smoothing arrives as an option in the Mesh Smooth node, described as producing a more unified surface while better preserving mesh volume compared to traditional smoothing methods that can shrink geometry. The described use cases include cleaning scan data, removing photogrammetry noise, and refining sculpted details while preserving silhouette.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instamat.io/instamat_studio/layering/meshmirror_2026.gif?w=1200&ssl=1"  alt="https://docs.instamat.io/instamat_studio/layering/meshmirror_2026.gif" ></figure>



<p class="wp-block-paragraph">Mesh Mirror can mirror decals, masks, and entire layers, and it can be applied to a layer group to mirror complex effect and mask combinations.</p>



<p class="wp-block-paragraph">Mesh Bake Bevel Normals is a node for beveling low poly asset edges using a GPU-accelerated bevel normals baker, with procedural masking for selecting which objects or edges to bevel. The behavior is described as procedural, so bevel placement remains correct if the input mesh topology or UVs change.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instamat.io/instamat_studio/layering/meshbakebevelnormals_2026.gif?w=1200&ssl=1"  alt="https://docs.instamat.io/instamat_studio/layering/meshbakebevelnormals_2026.gif" ></figure>



<p class="wp-block-paragraph">Mesh Directional Blur is presented as a way to create leak and drip effects by blurring in a specific direction in 3D space, keeping directionality consistent across the mesh surface regardless of UV layout or texture resolution. It includes distortion and falloff controls.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/docs.instamat.io/instamat_studio/layering/meshdirectionalblur_2026_2.gif?w=1200&ssl=1"  alt="https://docs.instamat.io/instamat_studio/layering/meshdirectionalblur_2026_2.gif" ></figure>



<p class="wp-block-paragraph">Additional mesh features listed include Mesh Solidify for solidification to prevent rendering artifacts, Mesh Sharpen for definition and detail clarity, and a Mesh Stylized Filter for non-photorealistic texturing options.</p>



<h3 id="instamat-ui-and-workflow-less-hunting-more-painting" class="wp-block-heading">InstaMAT UI and workflow: less hunting, more painting</h3>



<p class="wp-block-paragraph">InstaMAT 2026 introduces a dedicated painting toolbar intended to centralise common controls. The toolbar provides quick access to brush and curve settings, including radius, flow, rotation, Lazy Stroke radius, symmetry, and curve-specific controls. It is described as dynamic, updating based on the active layer type so only relevant options are displayed.</p>



<p class="wp-block-paragraph">There is also a dedicated brush rotation hotkey, described as Cmd or Ctrl+Shift with a left-mouse drag, to rotate the brush, aiming to reduce interruptions during stroke work.</p>



<p class="wp-block-paragraph">Viewport and gizmo changes include planar translation gizmos for moving a mesh, effect, or mask along two axes at once, plus custom viewport wireframe settings for width and color, and a viewport shortcut overlay that displays hotkeys while painting, using curves, and using the paint projector.</p>



<p class="wp-block-paragraph">Mesh import settings add options to configure mesh up axis and coordinate system handedness for asset texturing projects.</p>



<h3 id="integrations-blender-unreal-3ds-max-maya" class="wp-block-heading">Integrations: Blender, Unreal, 3ds Max, Maya</h3>



<p class="wp-block-paragraph">The release notes list updates for several integration plugins tied to the latest <a href="https://docs.instamat.io/en/Products/InstaMAT_Studio?utm_source=chatgpt.com">https://docs.instamat.io/en/Products/InstaMAT_Studio</a> release.</p>



<p class="wp-block-paragraph"><a href="https://docs.instamat.io/en/Products/Integrations/InstaMAT_for_UnrealEngine?utm_source=chatgpt.com">InstaMAT_for_UnrealEngine</a> lists support for Unreal Engine 5.7.3, plus fixes for crashes when creating invalid graph instances, and fixes for broken materials and mesh orientations for Scene outputs. Library previews are added for Mesh-type Graphs and Graph Instances.</p>



<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender </a>integration notes include support for the latest Studio release, improved performance when setting mesh as a graph input, improved performance when resetting graph instance inputs, and fixes for plugin stalls when creating faulty graph instances. Library grid UX is adjusted with fixed cell width, and search results quality is described as improved.</p>



<p class="wp-block-paragraph"><a href="https://digitalproduction.com/tag/3ds-max/" title="3ds Max">3ds Max</a> integration notes list support for the latest Studio release and a fix for the plugin getting stuck when creating faulty graph instances, plus window icons changed to match the main menu.</p>



<p class="wp-block-paragraph"><a href="https://www.autodesk.com/products/maya/overview">Maya</a> integration notes list support for the latest Studio release, improved mesh-as-input performance, fixes for plugin stalls on faulty graph instances, and a fix for incorrect exported textures when using the export dialog window.</p>



<h3 id="instamat-licensing-and-pricing-what-the-numbers-say" class="wp-block-heading">InstaMAT Licensing and pricing: what the numbers say</h3>



<p class="wp-block-paragraph">InstaMAT licensing is split across tiers with revenue or funding caps stated for some options. The Pioneer license is free and fully featured with commercial-use rights, with availability limited to individuals or businesses with annual revenue or total funding less than 100,000 US dollars, and it requires attribution.</p>



<p class="wp-block-paragraph">The Indie license is available for individuals or businesses under 250,000 US dollars in annual revenue or total funding, with an option at 8 US dollars per month billed annually, and a perpetual Indie price shown at 489 US dollars. For Pro, the pricing page lists a Pro subscription shown at 36 US dollars per month billed annually, and a perpetual Pro license shown at 989 US dollars.</p>



<p class="wp-block-paragraph">If you are evaluating the tool for a pipeline, test it against real assets, real render targets, and real deadlines before it touches a production branch. New tooling should earn trust with results, not promises.</p>



<p class="wp-block-paragraph">Finally, keep an eye on how the new mesh filters slot into your existing material graph habits. Directional blur for drips in 3D space, procedural bevel normals, and AO-based masking can remove steps that otherwise happen in separate tools. If it holds up, it reduces context switching. If it does not, at least you learned it on a duplicate branch instead of the hero asset.</p>



<p class="wp-block-paragraph">Also, do not skip the boring step: validate exports, naming conventions, and texture packing against your engine ingest rules before you fall in love with a shiny new brush. The most dangerous bug is the one that looks like a style choice until delivery day.</p>



<figure class="wp-block-embed alignfull is-type-wp-embed is-provider-digital-production wp-block-embed-digital-production"><div class="wp-block-embed__wrapper">
<span class="5BrsfHV4J1k9yvRKhoNqAUgPTmb7IF3jYaOnlp0W8QDEwLcieZt2S"><blockquote class="wp-embedded-content" data-secret="eIMZT5dlLm"><a href="https://digitalproduction.com/2026/01/28/instamat-test-painting-procedurals-and-pasta/">InstaMAT Test: Painting, Procedurals and Pasta</a></blockquote><iframe loading="lazy" class="wp-embedded-content" sandbox="allow-scripts" security="restricted"  title="“InstaMAT Test: Painting, Procedurals and Pasta” — DIGITAL PRODUCTION" src="https://digitalproduction.com/2026/01/28/instamat-test-painting-procedurals-and-pasta/embed/#?secret=w3ggJH0Fr3#?secret=eIMZT5dlLm" data-secret="eIMZT5dlLm" width="600" height="338" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe></span>
</div></figure><p>The post <a href="https://digitalproduction.com/2026/03/13/abstract-ships-instamat-2026-curves-brushes/">Abstract ships InstaMAT 2026 Curves Brushes</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></content:encoded>
					
		
		
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<media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/gtc77l4ej1m-00-00-27-43-introducing-curves-brushes-in-instamat-studio-2026.png?fit=1200%2C675&#038;quality=72&#038;ssl=1" width="1200" height="675" medium="image" type="image/jpeg">
	<media:copyright>DIGITAL PRODUCTION</media:copyright>
	<media:title></media:title>
	<media:description type="html"><![CDATA[A close-up of a wooden barrel with visible texture and grain. A blue curve is drawn on the barrel's surface using a digital brush tool. The interface of a graphic design software is shown to the right, displaying brush settings.]]></media:description>
</media:content>
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<post-id xmlns="com-wordpress:feed-additions:1">260190</post-id>	</item>
		<item>
		<title>OpenPBR BSDF reference code from Adobe</title>
		<link>https://digitalproduction.com/2026/03/11/openpbr-bsdf-reference-code-from-adobe/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Adobe]]></category>
		<category><![CDATA[Apache License]]></category>
		<category><![CDATA[BSDF]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Metal Shading Language]]></category>
		<category><![CDATA[OpenPBR]]></category>
		<category><![CDATA[Physically Based Shading]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[reference implementation]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[shading]]></category>
		<category><![CDATA[Slang]]></category>
		<category><![CDATA[Substance 3D]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=259477</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/openpbr_title.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="Shader Playground, rendered in Arnold for Maya, using OpenPBR Surface. Artwork by Nikie Monteleone." alt="Shader Playground, rendered in Arnold for Maya, using OpenPBR Surface. Artwork by Nikie Monteleone." /></div><div><p>OpenPBR BSDF reference implementation for Substance is public as a small library with prepare, sample, eval, pdf API and multi-target compilation.</p>
<p>The post <a href="https://digitalproduction.com/2026/03/11/openpbr-bsdf-reference-code-from-adobe/">OpenPBR BSDF reference code from Adobe</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/openpbr_title.jpg?fit=1200%2C675&quality=80&ssl=1" width="1200" height="675" title="Shader Playground, rendered in Arnold for Maya, using OpenPBR Surface. Artwork by Nikie Monteleone." alt="Shader Playground, rendered in Arnold for Maya, using OpenPBR Surface. Artwork by Nikie Monteleone." /></div><div><p class="wp-block-paragraph">For those who don’t know the tool: <a href="https://openpbr.org/">OpenPBR</a> sits in the material and shading layer, feeding lookdev and final-frame rendering. It can travel between CPU and shader code thanks to a shared macro layer, and it plugs neatly into a broader <a href="https://digitalproduction.com/tag/substance/" title="Substance">Substance 3D</a> style workflow.</p>
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00:54:53&quot;,&quot;http_code&quot;:206}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-06-12 00:54:53&quot;,&quot;http_code&quot;:206},&quot;process&quot;:&quot;done&quot;}]"></span>


<h3 id="a-reference-library-you-can-actually-drop-in" class="wp-block-heading">A reference library you can actually drop in</h3>



<p class="wp-block-paragraph">A public reference implementation of the full <a href="https://openpbr.org/">OpenPBR</a> 1.0 BSDF is now available, released as a small, self-contained library built to mirror a production implementation used in an internal engine. The package is designed to be simple to integrate. It is delivered as a single header include named openpbr.h, aimed at teams who want to evaluate, sample, and ship consistent shading behaviour without hauling in a larger framework. The licensing choice matters for production teams and tool builders. The library is licensed under the <a href="https://www.apache.org/licenses/LICENSE-2.0">Apache License 2.0</a>, which is commonly used for permissive reuse and redistribution.</p>



<h3 id="the-api-is-small-and-very-on-purpose" class="wp-block-heading">The API is small and very on purpose</h3>



<p class="wp-block-paragraph">The exposed interface is intentionally compact. The API surface is described as prepare, sample, eval, and pdf. That kind of shape is familiar to anyone who has wired a material model into a renderer, a path tracer, or a real-time shading stack. You prepare state, you sample directions, you evaluate response, and you compute the probability density for whatever sampling strategy you picked.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-19.png?quality=72&ssl=1"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  width="1200"  height="825"  sizes="auto, (max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-19.png?resize=1200%2C825&quality=72&ssl=1"  alt="A code snippet displaying a minimal usage example of OpenPBR, including C++ code for configuring inputs, preparing a BSDF, and sampling. Key components like light direction, weight, and sampled type are highlighted."  class="wp-image-259494" ></a></figure>



<p class="wp-block-paragraph">The key point here is not that these names exist, but that the implementation is a complete production implementation of the full OpenPBR 1.0 BSDF, then refactored into a tighter library form. That implies the library is meant to be used as a working baseline rather than a toy example.</p>



<h3 id="one-source-many-targets" class="wp-block-heading">One source, many targets</h3>



<p class="wp-block-paragraph">A core design goal is portability across multiple compilation targets. The library includes a GLSL style macro layer so the same source can compile as <a href="https://isocpp.org/">C++</a>, <a>GLSL</a>, <a href="https://developer.nvidia.com/cuda-zone">CUDA</a>, <a href="https://developer.apple.com/metal/Metal-Shading-Language-Specification.pdf">Metal Shading Language</a>, or <a href="https://shader-slang.com/">Slang</a>. For pipeline folks, that is the headline hiding behind the headline. A single code path that can be shared between CPU side reference evaluation and GPU side shading variants can reduce mismatches between offline and realtime looks, reduce duplicated bug fixing, and cut down on the inevitable drift that happens when implementations fork.</p>



<p class="wp-block-paragraph">This release is presented as a reference implementation, but it is also explicitly described as the physically based production implementation that ships in an internal engine. That is a different promise than a pure spec document. It is code that has been used in anger, then packaged to travel.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-18.png?quality=72&ssl=1"><img data-recalc-dims="1"  loading="lazy"  decoding="async"  width="1200"  height="732"  sizes="auto, (max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/03/image-18.png?resize=1200%2C732&quality=72&ssl=1"  alt="A screenshot displaying a terminal with a directory structure of the OpenPBR library, including various header files and their descriptions, such as implementation details, data arrays, and material parameters."  class="wp-image-259492" ></a></figure>



<h3 id="what-this-changes-for-lookdev-and-realtime-teams" class="wp-block-heading">What this changes for lookdev and realtime teams</h3>



<p class="wp-block-paragraph">The practical value for working artists and tech artists is consistency. A reference implementation offers a common baseline for how OpenPBR 1.0 behaves across tools and targets, especially when the same source is intended to compile into CPU and GPU contexts.</p>



<p class="wp-block-paragraph">For realtime teams, the goal of compiling into shader languages and shader adjacent toolchains is the kind of detail that can save weeks. If your renderer uses <a>GLSL</a> and your tools team validates materials in a <a href="https://isocpp.org/">C++</a> baker or previewer, sharing one library can reduce the odds that two implementations disagree in subtle ways.</p>



<p class="wp-block-paragraph">For offline teams, a compact library with a clean API can be easier to wrap into a renderer plugin, a USD shading adapter, or a testing harness that validates renders across builds. Nothing in the provided facts claims any of those integrations exist out of the box, but the library shape is clearly aligned with that kind of usage.</p>



<p class="wp-block-paragraph">Some of the most valuable wins in shading are painfully unglamorous. Deterministic results across targets, fewer implementation forks, and clearer testability can be the difference between a stable material library and a never ending parade of look diffs.</p>



<p class="wp-block-paragraph">One reminder that applies to every new shading drop, no matter how solid it sounds: new tools and innovations should be tested before use in production.</p>



<h3 id="the-vendor-angle" class="wp-block-heading">The vendor angle</h3>



<p class="wp-block-paragraph"><a href="https://www.adobe.com/">Adobe</a> is positioning this as a public release of a production OpenPBR 1.0 BSDF implementation, repackaged into a minimal single header library with a cross target macro layer.</p>



<p class="wp-block-paragraph"><a href="https://github.com/adobe/openpbr-bsdf">https://github.com/adobe/openpbr-bsdf</a></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2026/03/11/openpbr-bsdf-reference-code-from-adobe/">OpenPBR BSDF reference code from Adobe</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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