Products

Description

Substance Designer is a software solution completely dedicated to texturing, allowing to boost productivity and create high quality maps for next generation 3D game development pipelines.

*Also available as part of the Substance Pack bundle






New Features in Substance Designer 5.6

 

SUBSTANCE DESIGNER 5.6 - SCAN BLENDING AND WEATHERING

Substance Designer adds powerful new tools to its default library with new filters dedicated to the blending and weathering of scanned materials as well as brand new Normal map and Ambient Occlusion filters.

All these filters come with their source sbs files and can be modified or tweaked to fit any project.




Material Blend Height

A variation of the standard Material Blend node which uses the Height Blend method to blend 2 full materials using their height map, as well as making sure the albedos match properly, all in a single node.


2 materials are seamlessly blended using their respective height maps.




Snow Cover

This Snow filter allows you to add a snow cover to any pre-existing material. The snow will pile up realistically and parameters allow you to choose the thickness of the snow, add a melted snow effect or simulate a windy blizzard situation. Works best with a contrasted mask as input.








Horizon Based Ambient Occlusion

This new Ambient Occlusion filter generates an accurate AO by taking into account the real-world scale and depth of the surface, rivaling the quality of a raytraced bake in only a few milliseconds. Compare that to the time it takes to manually generate a high poly displaced plane before baking it to a flat quad without artefacts and you have a game-changer!


On the left an Ambient Occlusion raytraced from a high poly mesh, on the right, the new Horizon Based AO node.



Color Match

The Color Match node allows you to fine-tune the overall tint of your scans without destroying the color of small elements. This is useful for example to blend 2 ground scans where the dirt may have a different tint and need to be adjusted but leaves and grass patches should remain untouched. Just pick a median color of the target albedo and you're done.


2 materials with very different albedos are matched to blend perfectly.



Water Level

The Water Level filter adds an artificial water plane to your material. The water height can be modified as well as how wet the area just above the water is. You can also tweak the dirtiness of the water with sludge and fogginess controls or even freeze the water. A custom mask input allows you to override where the water will appear to create all sorts of stunning mud and puddle riddled materials ;) Additional parameters also allow you to freeze the water, giving great results when used along the Snow Cover filter.







Real-World Height to Normal

This filter is based off a contribution from Jean-Sebastien Guay from Ubisoft (Thank you, JS!). Set the width or length and the maximum height of the surface in centimeters and it will generate a world space accurate normal map, perfect for precise displacement or parallax effects.


The normal map generated from the height is as accurate as a bake from a real displaced surface.




Height Blend

This Height Blend filter was made to ease the process of blending multiple materials and create height-based masks for realistic blending and effects.


2 materials represented by the blue and red areas are blended using their height map




Non-Uniform Histogram Scan

The Histogram Scan node is a favorite of artists wanting to create nice animated masks and weathering. This new version adds custom inputs to drive the contrast and level of the mask on a per pixel basis, allowing for much more complex and rich masks to be generated. Experiment with a few noises or grunge maps as input to get instant results.







Features in Substance Designer

 

MATERIAL LAYERING WORKFLOW: 1 NODE VS HUNDREDS OF LAYERS
Substance Designer 4 is the first texturing tool to introduce a material layering workflow.
Tired of messy layers ? Fit all you need in a few compact and handy nodes. Let Substance connect all the channels for you and focus on what really matters: your art.
 

 

NEXT GEN REAL TIME PREVIEW: PHYSICALLY BASED READY
Substance Designer 4 allows you to create maps for Physical Based Rendering shaders. You can visualize your materials directly in the 3D view with our embedded PBR shader, or import your own.

  

NON LINEAR
You are free to make any change you want at any time, and all your changes will automatically be applied to all the outputs of your substance (diffuse, specular, normal, etc), so you can create and edit complete texture sets in a much faster way than with traditional tools.
  
NON DESTRUCTIVE
Non-Destructive authoring workflow means you can revert all the actions you are making without losing any of your work. No more "I can't come back to that point"!
 
EXTENSIVE PRESET LIBRARY
Substance Designer 4 offers a new library of presets that are dedicated to material layering and next gen shaders. Add tear and wear on full materials, create realisitc damage in one click and keep full control and consistency on the final result thanks to relevant tweakable parameters.
 
BITMAP + VECTOR + PROCEDURAL
Use what is needed, whatever the situation and your preference, Substance Designer can handle it: a bitmap you paint right within Substance Designer or in Photoshop and link against in your graph, a vector graphics for a text or logo, a purely procedural noise using our unique FX-Maps system, you have all the tools at your fingertips in Substance Designer 4.
 
BAKING
Substance Designer lets you extract automatically useful info from the mesh, like vector graphics UV Atlas, Ambient Occlusion, Curvature, High Poly - Low Poly Tangent Space Normal Map (and much more) that can be used to drive your texturing process...
 
BATCHING
Substance Designer is a parametric tool at its core, meaning you can replicate your most common operations and spend more time polishing your art.
 

COMPOSITING


MATERIAL LAYERING
Substance Designer 4 is the first texturing tool to introduce a material layering workflow. Tired of messy layers ? Fit all you need in a few compact and handy nodes. Let Substance connect all the channels for you and focus on what really matters: your art.
 
NON DESTRUCTIVE / NON-LINEAR AUTHORING WORKFLOW
Non-Destructive authoring workflow means you can revert all the actions you are making without losing any of your work. No more "I can't come back to that point"!
 
RESOURCES
Substance Designer is a hub for all your texturing resources, and allows you to composite all of them to get your texturing done: Mesh, Bitmaps, PSD, Parametric noises, Substances, Vector Graphics...
 
MULTI-OUTPUT
Substances are multi-output. Create all your output maps such as normal, height, specular, etc. in one single graph, from the same information.

 

3D VIEW

VISUALIZE IN REAL TIME
The 3D View allows to visualize in real time on your mesh directly all your texturing work.
 
PBR SHADER
Visualize your materials directly in the 3D View with our embedded PBR shader.
 
IMPORT YOUR OWN SHADER
The 3D View lets you import your own shaders, or use some already embedded.
 
DX11 & TESSELATION
The 3D View supports DX11 and tessellation with nVidia GPU.
 
MULTI MATERIALS
Display multi materials in the 3D View.

 

MESH-DRIVEN TEXTURING

BAKERS
You are texturing a mesh, not a blank, so Substance Designer lets you extract automatically useful info from the mesh to frive your texturing process:
  • Vector graphics UV Atlas
  • Ambient Occlusion
  • Curvature (Cavity map)
  • High Poly - Low Poly Tangent Space Normal Map
  • World Space Normal Map
BATCH PROCESSING
Thanks to Substance Batchtools, replicate your most common operations on all your assets, helping you save tons of time. This batch / scripting capabilities are truly unique in the industry!

 

CREATIVITY

BITMAP PAINT
 
VECTOR GRAPHIC
 
LIVE WORKFLOW WITH PHOTOSHOP
Work in Photoshop, save your file, and have it automatically updated in Substance Designer.
 
ADVANCED NOISE EDITOR
FX-Map allows you to create procedural images. It is one of the most powerful features of the Substance technology.
The most common uses of FX-Maps are creating repetitive patterns, such as stripes and bricks, and noises, such as Perlin, Brownian and Gaussian.
Noises are particularly useful in creating organic, natural-looking textures like dirt, dust, liquid spatters and so on.
 
BRUSH EDITOR
Create your own brush thanks to the Brush Editor.
 
BRUSH LIBRARY
Manage your own library of brushes.

 

ORGANIZE

LIBRARY
Organize all your assets in the Library view, transforming Substance Designer in a hub for the texturing.
 
MONITOR YOUR ASSETS
Monitor your assets on your computer and on the network, to work efficiently with your team.
 
FILTER
Create rules and filters to organize your assets in folders.
 
FAVORITES
Add your most-used assets in a favorite folder to access them quickly.
 
QUICK SEARCH
Find any assets quickly thanks to the Quick Search bar.

 

PAINKILLERS

PRESETS LIBRARY
A lots of presets are embedded with Substance Designer, allowing you to add wonderful graphical effects on your materials:
  • Parametric noises
  • Parametric grunge maps
  • Parametric generators: wood, parquet, brick walls, stone, etc.
  • Filters for blending, tiling, adjustment, etc.
  • Mesh adaptive filters
  • Special effects
 
BITMAP2MATERIAL LITE
Create a full material from a single diffuse.
For more controls on the outputs, you can use Bitmap2Material 2.
 
TILING PAINT
In Substance Designer everything can be tiling. Even your bitmaps while you are painting.
 
AUTOMATIC TILING
Make any of your pictures tile automatically.

 

 

Dedicated Work Environment
Multi-Channel, non-linear and non destructive workflow, 3D views, baking maps directly from the mesh, layering system, advanced vector painter, powerful noise creation system (FX Maps) and resources managment: all you need to efficiently create high quality textures, centralized in only one tool.


Create Adaptive Textures

Thanks fot the Substance technology, your textures become smart and can automatically adapt to your mesh by exposing parameters.  Those parameters can then be tweaked directly within your compatible game engine or DCC application: no need to go boack and forth between different software to fine tune your textures, saving you a log of production time.

Compose your own Tools
With the ability to create smart filters, Substance Designer allows you to create your own powerful tools: build a filter within the Graph Editor, and share it with your team!  Substances can be used directly within DCC tools such as 3ds Max and Maya, into game engines such as Unity 3D or UE3, or, as a standalone, within our free Substance Player, those filters can significanlty improve your productivity without modifying your pipeline.

Extracting Maps from the Mesh
Substance Designer allows you to directly extract the following maps fro your mesh:

  • Convert UV to SVG
  • Amiant Occlusion
  • Normal Map Worldspace
  • Curvature Map

 

Visual Feedback
Textures are meant to be used on 3D meshes.  With 3D View, you can get an instant feedback of your work-in-progress texture directly on your mesh, saving you lots of time.  You can open as many 3D views as you want.

Graph Editor
The graph editor is the core of Substance Desinger, allowing you to produce content in a non-linear / non-destructive authoring process.

Non-Linear Authoring Workflow
You are free to make any change you want at any time, and all your changes will automatically be applied to all the outputs of your substance (diffuse, specular, normal, etc), so you can create and edit complete texture sets in a much faster way than with traditional tools.

Non-Destructive Authoring Workflow
Non-Destructive authoring workflow means you can revert all the actions you are making without losing any of your work. No more "I can't come back to that point"!

Layer System
Our familiar layer based system is here to help any artists to create content in an easy and friendly way.

Familiar Workflow
Layers based system has been made for artists not so familiar with the graph editor. This system allows you to create textures and add effects as you would do in other authoring tools. And in case you want to have more controls, Substance Designer 2.5 will automatically creates the corresponding graph when you create effects in the layer mode.

SVG Paint
SVG vector paint allows you to paint directly on your textures.  SVG Paint comes with all the fundamental tools you need to paint in vector mode:

  • Extrude Tool
  • Pen
  • Node Tool
  • Transformation Tool
  • Color Picker
  • Pen Size

 

Embedded Filters Library
21 advanced filters and 36 basic filters are embedded with Substance Designer 2, allowing you to create wonderful graphical effects for your textures.

Advanced Filters:

  • Bitmap2Material: A set of 7 filters allowing you to transform your bitmaps into complete materials
  • Canvas: 3 filters to clone and create symmetry in your texture
  • Channels: 4 filters to get controls of the channels of your texture
  • Compositing: 3 filters allowing you to make advanced compositing: casting shadows, compositing 2 materials, transforming all channels at once.
  • Normal Map: 4 filters to generate and control normal maps.


Basic Filters:

  • Blur: 8 filters to control blur in your texture
  • Adjustments: 14 filters to fine tune your textures: adjust luminosity and contrast, invert colors, get control of the HSL, etc
  • Blending: 1 filter to blend images according to several blending modes
  • Size: 3 filters to increase the resolution of a noise without too much visible tiling effect
  • Style: 8 filters to improve the style of your texture: Ambiant occlusion, Emboss, Glow...
  • Transforms: 2 filters to make skew transforms

 

Advanced Noise Graph Editor (FXMaps)
The unique FXMaps technology allows you to create animated and parametric noises.

Parametric Noises
FX-Map allows you to create procedural images. It is one of the most powerful features of the Substance technology.
The most common uses of FX-Maps are creating repetitive patterns, such as stripes and bricks, and noises, such as Perlin, Brownian and Gaussian. Noises are particularly useful in creating organic, natural-looking textures like dirt, dust, liquid spatters and so on.




Videos


Specifications & Licensing

System Requirements


WINDOWS
  • OS: Windows XP / Windows Vista / Windows 7 (32-64bit) / Windows 8 (32-64bit)
  • RAM: 2GB minimum - 4GB recommended
  • GPU: DX9 - DX10 - DX11 - Shader Model 3.0
  • Video Memory: 512MB minimum - 1GB recommended

OSX
  • OS: Mac OSX 10.6 and higher
  • RAM: 2GB minimum - 4GB recommended
  • Video Memory: 512MB minimum - 1GB recommended

 

Special Note

Ambient Occlusion baking requires certain GPU features and is therefore unsupported on a number of mobile NVIDIA GPU series, including: GeForce 7000M, 8400M, 8600M, 8700M, 9300M, 9500M, and 9600M. As these are known not to work, Substance Designer 2.5 will display a warning to that effect. However, it is possible that some other GPUs also have issues with this feature. Please contact us if you notice instability when baking these maps with any GPU not listed above.

 


Licensing

Substance Designer 2 license allows you to install the software on 2 different computers - used by the same person - for both Windows and Mac OS version.

Software and Licenses are delivered electronically.

Software is to be downloaded as a Trial, once purchased the Trial version can be activated without having to re-install.

Licenses are Node-Locked and delivered in the form of a serial key which is used to activate the software.

Serial keys can contain (1) or more licenses.  Multi-license Serial Keys can be used on as many workstations as permitted by the total seats purchased.

*Note:  "Substances" can float through the network with no limitation for rendering or sharing data.

Additional Info

Upgrades / Support

Upgrades

  • Upgrade from previous version to v.3.5

Support

RFX is available for all your support needs.

  • allegorithmic provides free email based support

 


Related Products

Substance Designer will enhance pipelines using the following products:

  • Autodesk 3ds Max
  • Autodesk Maya
  • Autodesk Flame
  • allegorithmic Substance Player
  • Unity
  • Unity Pro

 


Training / Resources

Go to allegorithmic Community site for Tutorials, Guides and Forums.

Go to support.allegorithmic.com for downloads, support or Bug Tracking