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 Power Pack bundle
New in Substance Designer 3
Today’s textures are no longer one single image; the Substance description files are multi-output by definition, and can define and embed diffuse, specular, normal, height, AO, and as many maps as desired.
Real-time 3D Preview
See what the final material will look like, directly applied onto the mesh you are texturing, with the shader of your choice.
Substance Designer seamlessly works with the real production pipelines: The Substance description files can be read by default in compatible game engines like Unity and DCC tools like 3ds Max and Maya.
Mesh extracted info
You are texturing a mesh, not a blank, square image: Substance Designer lets you extract automatically useful info from the mesh, like vector graphics UV Atlas, Ambient Occlusion, Curvature, World Space Normal and Position maps, that can be used to drive the texturing process.
The sine qua non method for rapid iterations, Substance Designer 3 is entirely non linear and non destructive ; rediscover the power of modern tools.
Substance Designer is a parametric tool at its core, meaning you can replicate your most common operations and spend more time polishing your art ; this batch / scripting capabilities are truly unique in the industry.
Bitmap + Vector + Procedural
Use what is needed, whatever the situation and your preference, Substance Designer can handle it: the latest bitmap painting system completes the trio and will make you save hundreds of hours, just by not having to constantly go back and forth between different applications.
Substance Designer 3 comes with hundreds of predefined substances and filters to help you get there faster and with less pain.
Create your own tools and filters, never do twice the same task and save hundreds of ours by enhancing Substance Designer with your optimized, smart content and production tips and tricks.
Parameterize your textures easily and tweak them while in 3ds Max, Maya or Unity ; or even at run time!
Bitmap + SVG + Procedural Painting
The new bitmap painting editor comes in 3.1 with a bunch of unique features to help you create textures faster than ever:
- Our unique Tiling Mode makes your brush seamlessly tile automatically!
- This tiling paint works with both the brush and the stamp tool. Never before has it been so easy to paint tiling textures.
- The stamp tool finally allows you to pick your source on every node: you will also love this killer feature.
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
The unique 3D Views allows you to have a visual feedback of your substance directly on your mesh.
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
Substance Designer allows you to make tiles from all your textures automatically.
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
Bitmap2Material Lite is an incredibly powerful filter that helps you generate full, seamlessly tiling materials from any bitmap image.
- Diffuse control
- Normal control
- Specular control
- Height map control
- Ambiant occlusion control
- Depth Balance
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.
Version / Release Updates
Substance Designer 3.5 is released!
New Features in Substance Designer 3.5:
A refined texturing workflow
Version 3.5 introduces new features to improve your texturing workflow:
- Resource monitoring
- Import and live link with PSD files
- Tessellation and multi-material support in the 3D View
- A profiler
- Way better performances
- A new high poly - low poly mesh normal map baker
Specifications & Licensing
- Windows XP, Vista and Windows 7
- Mac OSX 10.6 and higher
- CPU x86 with SSE2
- 4GB RAM
- 512 MB Graphics RAM
- GPU: DX9 - DX10 - Shader Model 3.0 (Windows Only)
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