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.
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!
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.
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.
This Height Blend filter was made to ease the process of blending multiple materials and create height-based masks for realistic blending and effects.
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
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.
- Vector graphics UV Atlas
- Ambient Occlusion
- Curvature (Cavity map)
- High Poly - Low Poly Tangent Space Normal Map
- World Space Normal Map
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.
- Parametric noises
- Parametric grunge maps
- Parametric generators: wood, parquet, brick walls, stone, etc.
- Filters for blending, tiling, adjustment, etc.
- Mesh adaptive filters
- Special effects
For more controls on the outputs, you can use Bitmap2Material 2.
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
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.
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"!
Our familiar layer based system is here to help any artists to create content in an easy and friendly way.
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 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
- 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.
- 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.
- 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.
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.
Specifications & Licensing
- 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
- OS: Mac OSX 10.6 and higher
- RAM: 2GB minimum - 4GB recommended
- Video Memory: 512MB minimum - 1GB recommended
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.
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.
Upgrades / Support
- Upgrade from previous version to v.3.5
RFX is available for all your support needs.
- allegorithmic provides free email based support
Substance Designer will enhance pipelines using the following products:
- Autodesk 3ds Max
- Autodesk Maya
- Autodesk Flame
- allegorithmic Substance Player
- 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