Wednesday, September 9th, 2015 Posted by Jim Thacker

Allegorithmic releases Bitmap2Material 3.1


Allegorithmic has released Bitmap2Material 3.1, an update to its map-generation toolkit for games artists, adding new emissive and opacity outputs, and new PBR shaders.

Bitmap2Material, also written Substance B2M, enables users to convert photographic source images into standard games texture maps like normal and AO, plus PBR-specific maps like metallic and roughness.

A range of workflow tweaks for both PBR and non-PBR textures
The update further extends the PBR support introduced in version 3.0 with new PBR shaders supporting tessellation and opacity, shown in the image above.

Tessellation support is Windows-only due to “hardware limitations on Mac OS X”.

Outside of PBR, users can now also output emissive or opacity maps; and there is a new frequency equaliser control, AO Balance, when generating ambient occlusion maps.

The tools for making textures tile have been updated to allow for more precise control, and support for non-square source images has been improved, including separate Input Scale settings for the X and Y axes.

Pricing and availability
Bitmap2Material 3.1 is available now for Windows and Mac OS X. An Indie licence, intended for users or studios with annual revenue under $100K/year costs $99; a Pro licence costs $149.

Read the full changelog for Bitmap2Material 3.1

Read more about Bitmap2Material on Allegorithmic’s website