The 3D generation is here
Please Note: US Sales Only.
In the Substance 3D ecosystem, smart creative apps and high-end content give you everything you need to make inspiring art. For the beginner and expert alike. The Substance 3D Collection includes Stager, Painter, Sampler, Designer, 50 assets (materials, models, and lighting) per month, 100 GB of Creative Cloud storage, Adobe Bridge, Adobe Fonts, Behance, and Adobe Portfolio.
Set up the perfect shot.
Build and assemble 3D scenes in Stager. Set up assets, materials, lights, and camera for virtual photography. Export and share media, and publish to web or to AR.
Give life to your 3D art.
Discover all the tools you need to texture your 3D assets. You can work from real-life photos, design complex parametric materials with full authoring control, or you can simply pick up a brush and paint in 3D.
Build simple or complex models.
In Designer, author dynamic geometry with complete control. Or apply for the private beta of Modeler: sculpt your model as you would in a real-world workshop.
Your high-end 3D asset library.
Access thousands of customizable models, lights, and materials created by specialists and word-class guest artists. Modifiable parameters allow infinite variations.
Create for 3D
Explore the Substance ecosystem: tools and content dedicated to materials for 3D.
Substance 3D Painter
Paint in 3D. In real time.
Get Adobe Substance 3D Painter as part of the Substance 3D Collection plan.
Substance 3D Painter has the tools you need to texture your 3D assets, from advanced brushes to Smart Materials that automatically adapt to your model. Breathe life into your art.
The industry standard.
Substance 3D Painter is widely used in game and movie production as well as in product design, fashion, and architecture. It’s a go-to 3D texturing app for creative professionals everywhere.
Full creative freedom.
Painter helps you achieve the look you want, from product design to realistic games and visual effects to projects such as stylized animations.
Smart tools for enhanced artistry.
Use Smart Materials that adjust to any object to show realistic surface detail or wear and tear. Explore mask presets that adapt to any shape, and paint with efficient, dynamic tools.
What you see is what you get.
The state-of-the-art viewport in Painter shows all your artistic decisions in real time. Iterate on complex materials with advanced lighting and shadows, making texturing even more creative and painless. You can even preview your model in the included path tracing mode.
In Painter, every action and stroke is recorded, and can be recomputed at any time. This means you can change the resolution of your project at any time without ever decreasing quality, or even modify existing paint strokes.
Power and usability for an excellent painting experience.
- Powerful paint engine – Paint using dynamic brushes, projection tools, or particles. Painter also supports Adobe Photoshop brush presets.
Smart materials and smart masks
- Smart Materials and Smart Masks – Apply realistic details, from subtle dust layers to signs of extreme wear and tear.
- Advanced material creation – Reproduce real-life material behaviors such as subsurface scattering, sheen, anisotropy, or clear-coat. Preserve these properties when exporting.
- Easy exports – Export to any game engine or renderer effortlessly. Create custom export presets to fit into any pipeline or workflow.
- Automatic UVs – Automatic UVs ensure imported models don’t need any special preparation for texturing. Lay out UVs over multiple tiles to maintain high resolution.
- VFX support – Painter supports multi-tile painting (UDIMs), Alembic, camera import, and Python scripting and is compliant with the VFX Reference Platform. It is also available on Linux.
Substance 3D Designer
3D Assets Creation. Limitless.
Get Adobe Substance 3D Designer as part of the Substance 3D Collection plan
Discover the power of procedural creation.
With Substance 3D Designer, create seamless materials and patterns, image filters, environment lights, or even 3D models. Each asset can output infinite variations.
The industry standard for material authoring.
Substance 3D Designer is used across many industries and is at the center of most video game and visual effects material pipelines. Substance parametric materials are supported in most 3D creation tools and will integrate seamlessly into any workflow. Send your materials directly to Substance 3D Painter and Stager.
The node-based workflow allows you to use a wide range of approaches. Any step of the process can always be modified later. Try everything, adjust anytime.
Endless possibilities, infinite combinations.
Designer comes with a rich node library to create your assets from scratch. Build upon and learn from thousands of materials from Substance 3D Assets and Substance 3D Community Assets.
Go beyond materials.
Generate dynamic 3D models, or combine existing elements like curves and kitbash models. Create parametric environment lights to use in any app supported by Substance 3D.
Integrates into any workflow.
Designer comes with an extensive scripting API so you can tailor the app to your needs. Build and share powerful plugins with the integrated Python scripting interface. Create tools and utility graphs to supercharge your pipeline.
The features in Substance 3D Designer give you complete authoring control for material creation — and more.
- An ever-growing library of content – Access hundreds of nodes and filters. Create any surface with unique and randomizable noises and patterns.
- HDR lighting creation – Create parametric lighting stages using procedural lights or 360° photos.
- Color management – Take advantage of Pantone and OpenColorIO support.
- MDL support – Create MDL materials with the dedicated shader graph.
- Send-to – Send materials and filters to other Substance 3D applications, allowing you to iterate in context with Designer.
- Parametric modeling (beta) – This graph lets you generate customizable and dynamic 3D models.
Substance 3D Sampler
Go from physical to digital in a blink.
Get Adobe Substance 3D Sampler as part of the Substance 3D Collection plan.
Digitize and enrich assets for 3D.
Substance 3D Sampler is at the heart of your 3D workflow. Easily transform a real-life picture into a photorealistic surface or HDR environment.
Transform real-world pictures into 3D materials.
Easily import a reference photo and transform it into a high-quality 3D material with features powered by Adobe Sensei. Closely match the original real-life surface and create seamless tileable materials from your captures.
Combine and mix materials.
Combine multiple materials and parametric filters to create more advanced surfaces. Access thousands of materials on Substance 3D Assets and Substance 3D Community Assets. The possibilities are endless.
An extensive content library to get you started.
Drag and drop your image, add a couple of prebuilt filters, and voila — a library of one-click generators, filters, and effects lets you quickly experiment and get results in just a few clicks. Send your assets directly to Substance 3D Painter and Stager.
The heart of your 3D workflow.
Use generators and filters from Designer, composite light environments for Stager, or send materials and lights to Painter. You can even edit your 2D inputs directly in Adobe Photoshop. Choose from a variety of export presets for all major 3D apps.
The features in Substance 3D Sampler give you a complete material digitizer toolbox.
- AI-powered scan processing – The Image to Material feature removes shadows and generates albedo, roughness, normal, and displacement maps with unparalleled accuracy.
- Open ecosystem – Use your content anywhere. Send your assets directly to Painter and Stager, or use them in your favorite 3D applications.
- IBL creation – Create HDR environment lights in real time from 360° images. Enrich and edit them with parametric effects or even other lights.
- Edit in Photoshop – Send any input image to Photoshop and take advantage of its extensive image editing toolset, with direct feedback in Sampler.
- Atlas Splatter – Scatter leaves, pebbles, and more on your material. Choose from a vast library of atlases made by our team of 3D experts or use your own scanned content.
- Parametric effects – Add filters. Combine weathering and natural effects such as moss, snow, water, or dirt with any existing material.
Substance 3D Stager
Set up the perfect shot.
Get Adobe Substance 3D Stager as part of the Substance 3D Collection plan.
Your fully equipped virtual studio.
Build and assemble 3D scenes in this intuitive staging tool. Set up assets, materials, lights, and cameras. Export and share media, from images to web and AR experiences.
Work on your final image.
Substance 3D Stager lets you make creative decisions in context. Refine and adjust your composition in real time. Visualize and edit advanced materials with complex lighting and shadows. (Stager is not yet available on Macs with Apple M1 chips.)
Tools to flesh out your ideas.
Build your realistic 3D scenes with quick and efficient smart tools. Block out shapes, snap elements, activate physics to avoid collisions between models, and generate simple lights.
Access a vast network of resources.
Stager comes with models, materials, and lights to get started. Or explore and use the thousands of high-end assets made by our 3D experts and included with your Substance 3D Collection plan.
Connect to your 3D toolset.
Leverage the full power of Creative Cloud: import elements from Modeler, Painter, Designer, and Sampler. Edit images in Illustrator and Photoshop, and instantly see your modifications in Stager.
The features in Stager give you great tools to set up and showcase your projects.
- Lighting made easy – Enhance your lighting with the environment light editor or add physical 3D lights to your scene for advanced lighting design.
- Diverse format support – Enjoy support for an array of formats from CAD (for enterprise customers) to USD and glTF, as well as parametric Substance materials, lights, and models.
- Physics awareness – Set up realistic collisions between objects during positioning and transformation.
- Project showcase – Import your Painter projects into Stager with a single click and pick up where you left off.
- Interactive workspace – Switch between real-time rendering and interactive path tracing while keeping a high visual quality.
Substance Designer 12.2 (July 2022)
(Released: July 19, 2022)
- [Apple] Native Apple Silicon (M1) support (Creative Cloud version only)
- [Substance model graph] Display node tooltips in Graph View
- [Substance model graph] Display node tooltips in Library
- [Substance model graph] Add a contextual menu entry to preview nodes
- [Substance model graph] Allow user to create shortcuts for nodes creation
- [UI] Add “View output in 2D View” option in compositing graph’s contextual menu
- [UI] Split the “Automatic display of outputs” setting into 2D View/3D View specific settings
- [UI] Add dropdown arrow and tooltip to “View output” button in 2D View toolbar
- [UI] Reword and reorder items in Explorer’s Information panel
- [Color Management] Add “Linear Adobe RGB (1998)” and “Adobe RGB (1998)” export color spaces for Adobe ACE
- [Color Management] Add “Linear Adobe RGB (1998)” working color space for Adobe ACE
- [Color management] Add suport for OCIO ICC displays
- [Color Management] Hide Adobe RGB working color space from ACE preferences
- [Color management] Improve quality of baked 3D LUTs in ACE mode
- [Color Management] Use new GPU backend in 3D viewer
- [Localization] Full update of Korean language
- [Engine] Update to version 8.6.0
- [Graph] Assign a default graph identifier when that property is left blank
- [Library] Disable tooltip hyperlinks for non-instance nodes
- [NewProject] Update default resolution
- [Templates] Add CLO template
- [API] Expose the defaultParentSize property for SDSBSCompGraph objects
- [Dependencies] Update Alembic to version 1.8.3
- [Dependencies] Update AXF to version 1.9.0
- [Dependencies] Update Boost to version 1.76
- [Dependencies] Update FBX to version 2020.2.1
- [Dependencies] Update IRay to version 2021.1.0
- [Dependencies] Update OpenColorIO to version 2.1.1
- [Dependencies] Update OpenEXR to version 3.1.5
- [Dependencies] Update TBB to version 2020.3
- [Dependencies] Update USD to version 0.22.3
- [Remove] Disable the post effects feature (Yebis)
- [Remove] Remove “Save render to Artstation” command from the 3D View menu
- [Substance models] Hard range set on exposed parameter is saved when unexposing
- [Substance models] Identifier is not user friendly on constant nodes
- [Substance models] Improve search based on node compatibility
- [UI] ‘New’ submenu order is incorrect for Folder resources
- [UI] Default size of main window is very small
- [UI] Toolbars are not affected by ‘Reset layout’ option
- [UI] Visible transparency grid on font resource icon in Explorer
- [Cooker] Compositing graphs instanced in MDL graph are always entirely recooked
- [Graph] Crash when pasting a node copied from a graph with blank identifier
- [MDL] Crash when closing a specific MDL graph
- [Performances] Application is unresponsive when loading very large packages
- [Resources] 3D Scene resource can be imported in a specific case
Substance 3D Painter 8.1.2
(Released: July 19, 2022)
Summary: Minor bugfix release
- [Auto Unwrap] New option “Optimize for organic meshes” to select the segmentation algorithm
- [Physical Size] Expose unit options in New Project and Project Configuration
- [Color Management] Use monitor Display by default when using ACE
- [Color Management][Python] Take into account ACE env-var preset file when creating project
- [Color Management] Reset Color Management settings in New Project window when the configuration changes
- [Color Management] Disable OCIO settings access when env-var is present
- [Color Management] Safely update ACE settings when a parameter does not exist anymore
- Update Substance Engine to version 8.6.0
- [Export] Add new GLTF export preset with Displacement support
- [Scripting][Python] Retrieve resource information (including custom metadata)
- [Scripting][Python] Add function to query list of mesh names per Texture Set
- [Content] Add new Blender template and export preset
- [MacOS] Crash when launching Iray in some cases
- [Thumbnails] Shelf thumbnails do not load properly
- Multiple UV channels are ignored
- [Auto Unwrap] Unnecessary computation when splitting long islands
- [Auto Unwrap] Option avoid elongated islands not taken into account
- [Auto Unwrap] Loss of extra data (vertex colors) when repacking UVs
- [UI] Horizontal scrollbar in properties window when Color Management is enabled
- [Color Management] OCIO configs are missing substance_3d_painter_standard_srgb role
- [Generator] Wrong usage of User data “disabled”
- [Color Management] Color Space “Not Compatible” dropdown should not be clickable
- [Color Management][Shader] sRGB override define doesn’t work anymore
- [Generator] Wrong usage of User data “disable”
- [Layer stack] Broken previews with UV Tiles projects
- [Shader] API documentation is not fully up to date with Bent Normals
- [Export][Interoperability] Cannot send to Stager with special characters
- [Content] Some brush presets thumbnails are empty or too dark
- [Color Management] HDR color space conversions with ACE on Linux produce clamped colors
- [Layer Stack] Input source are not saved per layer
- [Crash] Ctrl Z After deleting a shader instance
- [Iray] IoR is blocked to 1 for some shaders
- [Shader] Crash with old faulty shader
Substance 3D Stager 1.2.2
(Released June 28, 2022)
Summary : Bug fix release.
- [Crash] Fixed an issue where deleting instance models caused a crash.
- [Data] Fixed an issue where deleting an instance and saving the document prevented the document from loading again.
- [Data] Fixed an issue where SBSPM materials renamed to SBSAR files could be imported and caused the document to become corrupted.
- [Data] Fixed an issue where artboards from Illustrator and Photoshop documents were not accessible and able to be used.
Substance 3D Sampler 3.3.2 Zucchini
(Released: June 28, 2022)
- [Application] Fix potential crash when opening a project
- [Export] Restarting Sampler breaks imported custom export presets list
- [Interoperability] Fix crash when a material sent from Designer is deleted and then re-sent from Designer
- [Project] Impossible to delete the last material or environment light if it’s the last asset in the project
- [Project] Right-click on an environment light makes the “unsaved modifications” asterisk appear
- [Color Picker] Picking a color on a second monitor with a different resolution may not work
- [Content] Shape light widget is not working in spherical projection mode
- [Interoperability] Material with displacement sent to Stager will lose displacement controls
Substance 3D Modeler2022/06/22 V0.14.1
Things (still) to Note:
- Both VR and Desktop do not have audio right now. We are finalizing some things but that will be coming in a later build
- Each release build will expire after 60 days. We will have roughly monthly releases so if the build expires please download the latest one. The app will still be changing fast so it will be good to use the latest build anyway.
- If you have a VR headset, transitioning between desktop and VR should be seamless (just put on your headset!). If you don’t have a VR headset, desktop works by itself.
- If you use a stylus/tablet, please let us know what you think! We are refining that UX.
Known Bugs and Issues
- Radial symmetry can significantly slow down clay updates.
- There are some clay corruption issues when working directly along an axis. This is most noticeable while using the gizmo with shapes like the cube.
Release notes for 0.14.1
- NEW TOOLS!
- Crease tool – carve creases into your clay. Find Crease under the Buildup tool. This tool is still fairly rudimentary, expect improvements in future.
- Split tool – cut pieces from an existing layer into a new layer. Also good for creating creases and seams. Find the Split tool under the Erase tool.
- Crop tool – delete everything in a layer except what is covered by the brush. Find the Crop tool under the Erase tool.
- Added scene importing! You can now import Modeler scenes to your current scene.
- Selection is now part of the undo stack! This should help make working with the Select tool feel much smoother.
- Changes to scoping:
- Scoping has been unified with Selection. You can now select layers or groups and the tools will operate on just the selected objects. To enter groups you can double click on them on desktop, or move the joystick up in VR (like scoping before). To exit groups, you can double click empty space or move the joystick down.
- We are moving away from “scoping” vocabulary and trying to make traversing the hierarchy feel more intuitive.
- Please let us know your thoughts on these changes!
- Various USD improvements:
- Improved support for vertex color importing.
- Added various keyboard shortcuts:
- Use B to quickly change to the Buildup tool on desktop.
- Use ctrl + = to increase resolution.
- Use ctrl + – to decrease resolution.
- Alt + f now focuses the camera on clay under the cursor, and moves the camera pivot to the focal point.
- Autosave has been added and is enabled by default – this feature can be disabled under Preferences > General if it causes issues.
- GLB files can now be imported and exported.
- Buttons have been added to the Select tool to Select all, Deselect all, and Invert selection.
- On import if meshes don’t have vertex colors, they will now default to Adobe Red (standard clay color) instead of white.
- The default clay brush shape is now a cube.
- Ctrl + e is now a shortcut for merge, instead of a shortcut for export.
- The Export shortcut has been changed to ctrl + shift + e
- Improvements to behavior of various brush primitives, including how chamfer, fillet, and taper work with each other.
- If you are in a layer when you switch to the Select tool with a shortcut, you will now automatically be scoped out.
- Linking options in the Action menu have been moved to their own line.
- The Gizmo now only acts as the focal point of the camera if it’s the last thing you touched.
- The camera pivot color has been changed.
- Improvements to how we handle pen input.
- The way the FBX exporter works behind the scenes has been improved.
- Visuals for mirror symmetry and mirror repetition now consider the size of the objects they’re being applied to.
- The Scope bar’s appearance has been updated and should now show the path to any groups you scope into.
- The Clay brush appearance changes on hovering over the Apply button.
- Export menu settings should now be saved between exports.
- OBJ export now allows you to select which direction is up.
- Fixed a bug where hovering over a Gizmo handle could cause issues.
- Various fixes to camera movement on desktop, especially for tablet users.
- The delete key should work more reliably to delete scene objects.
- Fixed issue where the Warp tool wouldn’t scale correctly along strokes.
- Fix for an issue with two handed quicktuning with the Spline brush.
- Various fixes and performance improvements.
- A small delay has been added to gizmo handles so that they are not immediately interactable on appearing. This should make it easier to double click to scope into objects.
- Mouse wheel zooming should work more reliably.
- The Action menu should now always appear fully on screen, instead of being partially when opened near the edge of the viewport.
- Undoing the first action in a new layer will no longer undo the layer creation as well.
- Fixed a bug where clicking to deselect an object would not be added to the undo stack.
- Fixed some missing and incorrect tooltips.
- Various cleanup and code improvements to the paint tool.
- Turned on brush outline visuals for all placement modes (previously only Gizmo placement outlined the brush).
- Fixed various UI bugs.
- Fix for Warp tool hardness and scaling issues.
- Fixed an issue where the Action menu would still be active even when closed.
- Improvements to how new layer origins are determined.
- In VR, the Palette now stays open while you are selecting an option, even if you release the Palette button. This should decrease the number of missed trigger pulls when interacting with the Palette.
Substance Painter 12.1.1 (Released: June 07, 2022)
- [Content] “bluenoise_256” resource has a defined “colorspace” attribute in some nodes
- [Content] “Get size” nodes do not appear in Library and grayscale version is mislabeled
- [Content] “Random Color Seed” parameter in 2D Voronoi nodes has no effect
- [SBSRender] Exporting a graph to EXR do not generate the same bpc as Designer
- [Substance models] “Gamma type” should not appear in exposed parameter’s properties
- [Substance models] Crash when using bracket in exposed parameter’s annotations
Substance Painter v8.1.0 (June 2022)
Substance 3D Painter 8.1 integrates the Adobe Color Engine (ACE) with support for ICC profiles, new bakers, new 3D noises and 20 grunge maps and an improved eyedropper.
- New color management with Adobe Color Engine (ICC support) – In this new version, the color management system has been expanded with the support of the Adobe Color Engine (ACE) which unlocks the use of ICC profiles. This new system allows to match colors across a wide range of applications, including Photoshop.
- New physical size support for Substance materials – The size inside Substance materials can now be used to drive their scale and tiling inside fill layer projections. This is a useful tool to match properly materials on surfaces according to their real size without the need to guess.
- New bakers – These three new additions close the gap between Designer and Painter to extend the texturing and rendering possibilities. The new bakers are:
- Bent Normals baker
The Bent Normals baker allows to bake an occlusion direction (as a vector, similar to normal maps). This texture can be used to improve the shading in the viewport by enabling the Bent Normal setting in the Shader settings window. Bent Normals greatly improve the accuracy of the real-time viewport shading.
For diffuse shading, it gives a more accurate occlusion and can even look like an approximate global illumination (first example below).
For specular reflections, it allows to simulate self-shadowing and reduce the amount of light leaking, making the object feel much more grounded especially with metallic surfaces (second example below).
- Height baker
The Height baker allows to bake the difference between the low and high-poly mesh as a grayscale texture which could then be used to produce displacement on tessellated meshes. For example when baking scan information against a plane.
- Opacity baker
The Opacity baker produces a black and white map that shows holes from a high-poly mesh. For example it can be used to bake fences or even holes inside a fabric surface.
- New Content
A variety of new content has been added in this release, including:
- New and improved 3D noises with more than 100 presets
The existing 3D noises have been reworked and three new ones have been added. Each of them now include predefined settings which brings a total of 105 presets across 7 noises. These presets can be used as a starting point to fiddle with their parameters and get a specific look. As always with 3D noises, they are seamless and can very easily repeat without a noticeable pattern.
- 20 new grunge bitmaps and 2 cloth patterns
A new set of grunges has been added with the default content to expand the existing range of patterns. They can be found under Procedurals > Grunges Bitmap.
Two cloth patterns are also available under Procedurals > Fabric.
- Several improvements have been made to the eyedropper to make extracting and managing colors easier.
- Improved automatic unwrapping
The automatic UV unwrapping process now provides a more natural segmentation.Now meshes are cut into separate UV islands using a method comes closer to what can be done by hand, especially on organic meshes.
- [Color Management] Add support for ICC profiles with Adobe Color Engine (ACE)
- [Color Management] Add support for “Adobe 98 RGB” as working color space for ICC
- [Color Management] Allow to configure ACE/ICC settings via a configuration file
- [Color Management] Allow to input linear color values in Color Picker with Legacy mode
- [Color Management] Allow to specify the color profile used for picking color outside the UI
- [Color Management] Remember the last Display value chosen in the viewport
- [Color Management][Substance] Make generators/filters work properly with Color Management
- [Color Management][Substance] Add new colorspace override keywords $working and $standardsrgb
- [Physical Size][Engine] Extract physical size info from mesh
- [Physical Size][Engine] Physical size computation
- [Physical Size] Expose options to use physical size in the UI
- [Physical Size] Add visual helpers in the viewport
- [Baking] Add Height baker
- [Baking] Add Bent Normals baker
- [Baking] Add Opacity baker
- [Eye Dropper] New color picker preview
- [Eye Dropper] Color picker panel reappears at its last position when reopened
- [Eye Dropper] A new icon for the Material Picker
- [Eye Dropper] Color manage the channel preview of the color picker
- [Eye Dropper] Add click-to-select functionality to the eyedropper
- [Eye Dropper] Material picker no longer activates non-active channels
- [Eye dropper] Allow to use eyedropper with a shortcut
- [Eye dropper] Eyedropper picks up the relevant channel, when applicable
- [Eye dropper] Entering the color picker mode deactivates all shortcuts
- [Eye dropper] Remove auto selection of the hex field
- [Eye dropper] Don’t close the panel when using the material picker
- [Eye dropper] New disabled state when channel is unavailable to pick
- [Export] Add tangent attribute to glTF export
- Update Substance Engine to v8.4
- Update Auto Unwrap to 0.9.0
- Update to Qt 5.15.8
- [Shader] Add support for Bent Normals shading
- [MacOS] Support of 3DConnexion SpaceMouse
- [Python] Document the Python version used in the API
- [Content] Add 6 new 3D noises with 105 presets
- [Content] 20 new grunge maps and 2 cloth folds patterns
- [Content] Update “Mesh maps” export preset to use new bakers
- [Content] Blur Slope and warp filter depends on texture set resolution
- [Content] Update sample projects to use the 3 new bakers
- [glTF] Cannot open glTF with special character
- [Engine] Artefacts with anisotropy and SVT disabled
- [MacOS][M1] Smart materials are not displayed correctly
- [Mesh Processing] Cannot import meshes from Modeler
- [UI] Horizontal scrollbar in new project window with Color Management enabled
- [Color Management] Working space value missing in color picker with some OCIO configs
- [Color Management] Brush preview in the viewport is not color managed
- [SpaceMouse] Pivot is not updated immediately with focus change and sometimes out of the model
- [Export][USD] Exported USD files have a wrong structure
- [USD] Ambient Occlusion issue when exporting
- [Content] Update thumbnail’s mesh to match Preview Sphere sample project
- [MacOS] Crash when launching Iray in some rare cases
- [Preview Thumbnail] Simplified thumbnails aren’t updated when an anchor is used
- [Color Management] HDR color space conversions with ACE on Linux produce clamped colors
Substance Painter (Oct. 14, 2021)
- New 3D warp tool – With the new 3D warp projection mode, you can warp any material or image around any geometry – in a completely non-destructive way. This cool feature is a lifesaver if you want to match a decal to a model, a scar to a leg, or a scanned face to a character model.
- New Cylinder projection mode – This projection mode is useful for cases such as wrapping decals or material around cylindrical shapes like bottles, or applying sleeve tattoos to arms.
- Improved color picker – allows you to save color swatches internally, give you the ability to choose between float and integer (0-255) values, as well as between a linear or sRGB display. The color picker will also stay open while you are painting on the same layer, allowing you to pick new colors quickly or swap between swatches without interrupting your painting.
Substance Sampler v3.1
Adobe Substance 3D Sampler 3.1 introduces a new color picker, support for SVG files, and improved interoperability with Stager, Photoshop and Illustrator.
Release date: September 28, 2021
This release adds a new Color Picker that includes an eyedropper and support for swatches.
The Color Picker appears whenever you need to select a color. It can be moved anywhere on your screen(s).
Sampler now supports SVG files. You can import them in your assets, directly in the layer stack or in an image input of layer.
Edit in Illustrator
A new “edit in” feature brings huge flexibility to updating imported images. If you want to tweak your SVG file, you can simply edit the file straight in Illustrator. Sampler will instantly update your visual with the new SVG.
New Crop UX/UI
Sampler now gets a proper and revamped Crop widget to easily define the cropped area. You will also get not stretched results when cropping non-square images into square textures.
Edit your Preferences to set the normal format you need for your workflow. Your normals will be imported, displayed and exported in the format you select in preferences.
Material Properties Export in SBSAR
All material parameters of the Shader settings (normal scale, height scale, height level,…) will be exported in the SBSAR file to be read in Substance 3D Stager for a perfect material match.
(Released September 28, 2021)
[Color Picker] New Color Picker UI
[Color Picker] Preview the current and previous colors side by side
[Color Picker] Input your color in Hexadecimal
[Color Picker] New eyedropper with color preview
[Color Picker] The eyedropper can pick a color outside of Sampler
[Color Picker] Tweak your color in RGB or HSV color spaces
[Color Picker] Save and manage Swatches
[Interoperability] Edit images in Illustrator from Image Import layer or Image parameters
[Interoperability] Edit images in Photoshop from Image Import layer or Image parameters
[Widget] New Crop Widget
[Widget] Press Enter to validate your crop
[Widget] The Crop widget reads the image size to fit the widget and keep the ratio when resizing
[UI] New gresycale slider UI
[Application] Add normal format selection in preferences
[Application] The normal format in Image Import layers follows the default normal format set in the preferences
[Application] In the 2D view, the normal is displayed following the normal format set in the preferences
[Application] The normal is exported in the normal format set in preferences
[Export] Add normal format parameter to SBS and SBSAR file exports
[Export] Add shader settings to SBS and SBSAR file exports
[Export] Set the default resolution of exported SBS graphs
[Compound Filters] Package SSA filters with 7z
[Compound Filters] Add category metadata in compound filters
[Compound Filters] Compound Filters can have an embedded thumbnail
[Compound Filters] Added Compound Filters extension (.ssafilter) to the Get Content’s file dialog
[Compound Filters] Import Compound Filters (.ssafilter) in the Assets panel
[Engine] Update substance engine to v8.2.0
[Application] Connected local folders may hang
[Application] Crash at exit
[Application] Crash when launching two instances of Sampler
[Content] Crop filter has a random seed tweak
[Content] Some Substance materials are sometimes not upgraded
[Export] Crash when exporting with a newly added custom preset
[Export] Estimated size of package is missing in export popup
[Export] Fix memory leak when exporting SBS and SBSAR files
[Compound Filters] Compound filters may have duplicated inputs
[Compound Filters] Crash if a filter has unmet references
[Compound Filters] Crash when reordering a layer stack with a compound filter in it
[Compound Filters] The render sometimes hangs
[Image Import] Importing an image triggers multiple renderings
[Layers] Crash on undo/redo
[Layers] Crash when adding a Base Material
[Layers] Crash when using an invalid image as environment light
[Layers] Fix duplicate import when inserting a filter with several graphs
[Layers] Reordering layers doesn’t always work
[Project] Crash when loading an incomplete project file
[Project] Crash when opening a corrupted project
[Project] Some assets can disappear from a project
[Properties] Fix missing filter’s presets
[UI] Angle parameters cannot be set
[UI] Filters metadata display in Asset panel
[UI] Grouping by category hides filters
[UI] Scroll issue in the Asset panel
[UI] The export panel now has a scrollbar
[UI] The thumbnail is not displayed for some image formats in image picker
Substance Sampler v3.0
Substance 3D Sampler 3.0.0 is the new name for Substance Alchemist now that it’s connected to Adobe Creative Cloud. It brings a complete UI rework, support for creating Environment Lights, fully reworked and new filters, Send To functionality and ASM shader support.
Release date: 23 June 2021
New interface and panel management
With a new name, comes a new look. Sampler’s UI has been completely revamped to allow for more customization and easier access.
Panels can be docked and undocked, letting you fully utilize a dual screen set up.
New Project workflow
Sampler now works with projects. The Project panel lets you manage and group your assets per project. Projects are stored in Substance Sampler files, easily shared.
New Assets panel
The asset panel is a new and common design of the Resources panel, combined with your collections.
- 3 Sections: Starter Assets + Your Assets + Connected local folders
- New Asset types support: filters and images
- Narrow/Wide view
- Filter and search filters
New Environment Light authoring
Sampler now lets you make more than just materials. Environment Lights are a new type of asset with their own set of filters. Start from bracketed 360 photo’s, build an environment light from scratch, or edit an existing HDR file.
Reworked and new filters
All existing filters have been reworked:
- Support for spec/gloss channels.
- Support for custom masks
- Standardized parameter names
- Icons for nearly every filter
The Adjustment Filter has been split into separate filters based on functionality, to mimic Photoshop:
A few new filters have been added:
- Warp Transform
New Send To Functionality
Sampler can now easily share materials and light environments with Substance 3D Painter and Stager, in just a single click.
New Real-time Rendering Engine
- Support of ASM materials, enabling consistent looks between applications with more material channels.
- Switch between 2 Real time engines
- Ability to control default textures on a mesh
- New languages
- Application responsiveness
- Non-square textures support
- Tools Undo/Redo
- Assign custom usages to images in the Image Import Layer
- Reset a parameter value
- Export progress in Windows’ taskbar
Substance Alchemist Version 2020.3 (2.3)
Substance Alchemist 2020.3 “Vermicelli” introduces new content and new workflows like the atlas creation from a single image. We also improved the thumbnail quality of our materials and have the interface localized in Chinese.
Full Release Notes Here
Image to Material (AI Powered)
- New parameters
- Refine your geometry (normal and height channels) by adjusting the different level of details (micro, medium, and large)
- Adjust the delighting intensity to keep some information in your base color
- Variation and softness parameters are available to generate a more accurate roughness channel
- Nvidia RTX 3000 series support
Atlas Creation workflow
With the addition of two new filters, the atlas creation from a single image is simplified within Substance Alchemist.
Atlas generator: The filter generates automatically, from the base color, an opacity channel. It creates color diffusion too on the base color. It is recommended to use an image with a uniform background.
Atlas splitter: The filter allows you to isolate a specific element of your atlas and re-size it.
The thumbnails are now generated using the PBR Render node of Substance Designer with the new environment map Studio_06.
If the thumbnail is embedded in the Substance archive file (*.sbsar), Substance Alchemist will now read the thumbnail and not re-generate it.
A new parameter in the preferences is available to change the thumbnail quality to save time. By default, the quality is set to high.
Substance Alchemist is now localized in Chinese. You can change the interface language in the Preferences.
New and updated content
- Technical filters
- Warp: Warp your material to break patterns or make your material more vivid.
- Surface relief: Add relief and variation on your material (replace the height modulation filter)
- Invert: Invert the channel(s) of your choice
- Weathering filters
- Scratches: Add scratches on your material. Useful on woods and metals for example.
- Fingerprints: Add fingerprints on metals or shiny materials.
- Discarded gums: Scatter old gums on a ground
- Color filters
- Colorize: Tint a part or all your material
- Color Variation: It allows you now to select how to segment your material. In addition to the base color, you can use the height, ambient occlusion, metallic, and roughness.
- Replace color: Pick a color on your 2D view and select a new one.
Substance Painter Version 2020.2 (6.2.0)
Substance Painter 2020.2.0 (6.2.0) introduces the new UV Tile workflow which allows to paint across UDIMs. It also includes several performance and project size improvements for any type of project.
Full release notes here
New UV Tile Workflow with Painting Across UDIMs
In this release we introduce the new UV Tiles workflow to Substance Painter which allows to paint across UDIM tiles.
With the new workflow, the UVs are not split into individual Texture Sets anymore. Instead, UV Tiles are contained inside a single Texture Set based on the material assignation of the mesh. UV Tiles which are within the same Texture Set can be painted across without seams, in both the 2D and 3D viewports.
UV Tile is the term used to describe in a generic manner this new workflow since UDIM is mainly a naming convention. While UDIM is currently the only convention available, we have plans to expand it in the future (such as supporting Mudbox or ZBrush naming). We’re also thinking about supporting tiles with negative coordinates, which isn’t possible with the UDIM scheme. This is why we chose a broader term for this workflow.
Here is an overview of the changes introduced with this new workflow:
- Creating a UV Tile project
When creating a new project, there is a new setting to specify if the new workflow should be used or not. Note that once the workflow has been decided and the project created, it cannot be changed later contrary to other settings.
- UV Tiles in 2D Viewport
When using the new UV Tile workflow, the 2D view will now display a new grid where each UV Tile has a dedicated UDIM number. Each tile can be painted individually.
- Painting across UV Tiles
UV Tiles which are within the same Texture Set can be painted across seamlessly. This allows to increase the general resolution and quality of an asset by simply multiplying the number of UV Tiles.
- UV Tiles in Texture Set List window
The Texture Set List has been updated to list the UV tiles related to the material found on the imported mesh. Each UV Tile is displayed with its name based on the UDIM convention.
- Changing resolution per UV Tile
While the default resolution for each UV Tile is based on its parent Texture Set, it is possible to override it per tile. Simply select the tiles in the Texture Set List and then go to the Texture Set Settings window to change the resolution. When a tile has its resolution overridden, the new resolution will be displayed in the 2D View next to its number.
- New layer stack icons
The layer stack features new icons for paint and fill layers. Since UV Tiles feature many more set of textures, it wasn’t possible to display all of them in this small area. This help performance since there is no need to compute specific thumbnails anymore. This new set of icons can be used for regular project as well by enabling a settings in the main settings (see below).
- New UV Tile Mask on layers
The UV Tile Mask is a new way to mask in/out layers which is more efficient than regular masking. It offers better performances as it allows to fully discard the computation of specific UV Tiles. This is a tool we recommend to use to get a comfortable experience when working in a project with many UV Tiles. For more information, see the dedicated page in the documentation.
- Painting through masked UV Tiles
With multiple UV Tiles being in the same Texture Set, it might be difficult to paint certain areas of a mesh because of other parts of the geometry being in the way. To circumvent that situation, a new painting setting has been added in the contextual toolbar named Paint strokes ignore masked UV Tiles. When this setting is enabled, any UV Tile excluded via the UV Tile Mask will be hidden in the viewport, allowing paint strokes to go through/ignore them. Modifying the UV Tile Mask will recompute the brush strokes as it allows reimporting a mesh which may have modified UV Tile or new geometry that needs to be excluded as well. This avoids redoing the paint strokes.
- Baking UV Tiles
The bakers also support UV Tiles and there is now a selection list in the baking window to specify which tiles and Texture Sets should be baked. The selection can be quickly changed by clicking and dragging over the checkbox or by using the new dropdown menus.
- Exporting UV Tiles textures with the new $udim tag
A new tag has been added to the output templates which allows to export files with the UV Tile number in their filenames. Currently only the UDIM convention is available. It is also possible to use parentheses to define optional elements in a filename when a tag is not available. This allows for example to create filenames that only append the UDIM number when available with UV Tile projects, making export presets compatible with any type of projects.
- Importing image sequences
A sequence of images is a series of textures where each of them match a specific UV Tile. To import an image sequence, simply drag and drop the first file of the sequence into the Shelf or use the import resources window. The remaining files in the sequence will be automatically imported as well. The sequences will be displayed in the Shelf as a single resource with a number indicating how many files they contain. To use the sequence, simply drag and drop it into a fill layer. The projection mode will be automatically set to Fill (Match Per UV Tile).
- Support of Facesets with Alembic meshes
Alembic Facesets are now imported as materials to be split into Texture Sets. This change makes Alembic meshes compatible with the new UV Tiles workflow. If an Alembic mesh contains faces which are not in a Facesets, they will be put automatically into a Texture Set named “DefaultMaterial”.
New Pause Engine
It is now possible to pause Substance Painter engine while working. With the engine paused, any texture computation, viewport updates or paint strokes is registered but not computed.
This new action allows to setup and tweak complex layer stacks and delay the computation to the last moment. The main advantage of pausing the engine is avoiding intermediate computations and instead only compute the final result. This makes the application more responsive and the update overall more rapid. The trade-off is that there is no visual feedback until the engine is unpaused.
To pause the engine, simply click on the button in the contextual toolbar above the viewport, or use the shortcut Shift + Escape (can be modified in the Settings). To unpause the engine toggle off the button or reuse the shortcut.
- Faster export of textures
Exporting textures should be significantly faster, especially with heavy projects that generate many textures. Several improvements have been made in the way textures are generated generate and written. In our internal tests on projects with many Textures Sets or complex layer stacks we saw the export process being generally up to 4 or 5 times faster.
- Delayed cache computation when opening projects
Substance Painter uses a cache system to allow fast tweaking and blending of layers. In previous versions this cache was being computed each time a project was opened (visible by the green loading bar at the bottom of the viewport). Now the cache computation is only triggered when trying to edit a layer (by painting or tweaking a fill layer parameter for example). This change allows to open projects without waiting and switching to the desired Texture Sets before starting to work. The computation is also more granular, which allows to only compute what is needed. For example with a project containing UV Tiles, only the tiles that need to be modified are computed.
- Asynchronous loading of mesh maps
Mesh maps are now loaded asynchronously. This means the application will not be blocked anymore while waiting for the mesh maps to load. This is especially visible when displaying the mesh map in the viewport (as in the image below). It also makes opening projects quicker since there is no wait for the mesh maps anymore.
- Improved mask view mode editing
When using ALT+Click on a mask (or the dedicated view mode) to display it in the viewport, the texture updates are now only performed for the mask. This means painting and editing effects is much more smooth using this view mode as any other computations is delayed until the viewport is set back to the material mode.
- New layer stack thumbnails
As mentioned previously, the layer stack can now use a new set of icons. Using these icons can improve general performances as no thumbnails has to be computed. While this is automatic for UV Tile projects, regular projects can choose to use these icons as well by going to Edit > Settings and enabling Replace layer stacks thumbnails with icons.
- Faster incremental save
As project can be smaller and the save process is more granular regarding the data that changed, incremental save (pressing CTRL+S) is now much quicker. This is especially noticeable on heavy projects.
- Improved Iray startup performances
Switching to the render mode with Iray should be quicker as we improved the way we manage the memory shared within the application.
Project Size Improvements
Project files are notorious to have an heavy file footprint. We took the time to investigate the root cause of this problem and designed a few solutions. This version introduces a first set of changes:
- Switching bakers outputs to grayscale images
In previous versions, the bakers would output RGB images in any cases. Now grayscale bakers (curvature, ambient occlusion) will only output grayscale images. This simple change can reduce projects size from 20% to 60% down. To take advantage of this change, mesh maps in existing projects need to be regenerated.
- Changing default diffusion and dilation settings for bakers
Previously, the bakers would generate a 1 pixel dilation and then a diffusion pattern (blurry pixels outsides the UV islands). This setup generate quite heavy textures as gradient are hard to compress. The default settings have therefore been changed to reduce that issue. By default diffusion is now off and the dilation has been set to 32 pixels (which should match 4K resolutions). We recommend switching existing project to these new settings and rebaking to take advantage this improvement.
This new version includes a few additional changes:
- Baking Selection
To make things easier with the new UV Tile workflow, the baking window has been slightly modified to include a new selection list, which includes the UV Tile list per Texture Set. The “bake current Texture Set” button has therefore been removed. To keep the selection of what to bake convenient, several options has been added in dropdown menus:
- Shader Instance in Texture Set Settings
With the rework of the Texture Set list to includes UV Tiles, some slight changes have been made to make the UI less cluttered. The functionality which previously allowed to create and switch to different shader instances has now been moved into the Texture Set settings.
Substance Painter 2020.1.0
Full release notes here
Starting with this release, the application version number will start to change its format. 2020.1 now becomes 6.1.0.
- New texture and mesh exporter
- [Export] New exporter interface
- [Export][Export tab] Allow selection of which maps channels are exported per Texture Set
- [Export][Export tab] Allow modification of the Texture Set size for all Texture Sets in one action
- [Export][Export tab] Allow a different template per Texture Set (except for USD, glTF, Sketchfab and Dimension)
- [Export][Export tab] Quick activation and deactivation of maps and Texture Sets
- [Export][Export tab] Export resolution 8192×8192 no longer experimental
- [Export][Export tab] Allow modification of the file format and bit depth per map
- [Export][Export tab] Allow reset to the default parameters’ values
- [Export][Export tab] Allow settings to be saved without exporting
- [Export][Output templates tab] Rename “Configuration” tab to “Output templates” tab
- [Export][Output templates tab] Allow definition of file format and bit depth per preset map
- [Export][List of exports tab] New preview tab to summarize and view export process
- [Import/Export Mesh] Import/Export time performance optimization
- [Export Mesh] Export Mesh in FBX
- [Export Mesh] Export mesh with displacement and tessellation
- [Export Mesh][UI] New settings for recomputing normal vertex, apply triangulation
- [Export Mesh] Export original mesh topology with new UVs generated by auto unwrapping
- Updated auto UV unwrapping with more controls
- [UV Unwrapping][UI] Add setting to activate auto UV unwrapping in new project window
- [UV Unwrapping][UI] New Options to control the unwrapping steps (seams, unwrapping, packing)
- [UV Unwrapping][UI] Allow conservation of existing unwrapping seams/unwrapping/packing
- [UV Unwrapping][UI] New Options to fully recompute unwrapping steps
- [UV Unwrapping][UI] New Option to control the margin size (none, small, medium and large)
- New Bakers
- [Bakers] Replace old Curvature by new Curvature from mesh
- [Bakers] Add match by name option to ignore backface in “Ambient Occlusion” baker
- [Bakers] Add ground plane option in “Ambient Occlusion” baker
- New scripting Python API (3.7.6)
- [Python][UI] New scripting menu for Python
- [Python][UI] New Python documentation in Help menu
- [Python] Expose Substance Painter python modules: substance_painter, alg, display, project.setting, project, texturesets, ui
- [Python] Expose new “substance_painter” Python module
- [Python] Expose new Python sub-module: alg, display, log, project, resource, texturesets, ui
- [Python] Listener for project changes
- [Python] New examples in Python documentation
- [Viewport] Allow creation of a decal projection by “drag/dropping + ALT” a resource from the shelf
- New Content
- [Content] 5 new decal materials from Substance Source
- [Content] Add new project templates and export presets for Maxwell renderer
- [Content] Add project template for Keyshot 9 export
- [Content] Update Keyshot 9 export preset to support displacement and emissive
- [Content][Exporter] Update of all export presets to match latest versions of game engines and renderers
- [Content][Exporter] Update export presets files to use new format and dithering settings
- [Content] New templates and shaders to support VRay material (VRayMtl)
- [Layer Stack] Allow deletion of layer effects using trash icon or keyboard shortcut Delete
- Remove plugin Substance Source (use launcher with “send to” functionality)
- [Windows] Do not display TDR warning on high-end GPUs
- Translation issues in new project file dialog
- [Bakers] Setting “Save preprocessed scene file” does not work anymore
- [Bakers] Crash when baking with optix when no high poly
- [Planar Projection] Projection does not work on meshes with repeating UVs
- [Decal] Difference of behavior in normal channel when using different fill layer projection modes
- [Smudge][Clone] Artifact may appear when painting in mask
- [Engine] Crash with specific layer content
- [Engine] Random crash when painting in some cases
- [Anchor point] Reference to an empty mask always returns white
- [Export] Layer not taken into account in some particular stack configurations
- [Export mesh] Cannot export with path containing special characters
- [Export Mesh] Cannot read glTF files when exported from Linux or MacOS
- [Import mesh] Re-importing DAE, PLY or glTF does not work as intended
- [Crash] Change shader after having painted a mask in material layering
- [Bakers] Crash on Linux with GPU raytracing
- [Export][USD] Should not export the disabled texture sets
Substance Designer 10.1.0
Substance Designer 10.1 includes a new shortcut editor, a MaterialX plugin and lots of new improvements for color management with Adobe Color Engine and new bakers functionalities.
Starting with this release, the application version number will change its format. What should have been 2020.1 now becomes 10.1.0.
Read full release notes
Substance Painter 2019.3
Substance Painter 2019.3 introduces Photoshop brush presets support and automatic UV unwrapping for your meshes, as well as delivers various quality of life improvements, such as better handling of graphic tablets.
Read full release notes
Substance Designer 2019.3
Substance Designer 2019.3 introduces Color Management with support of OpenColorIO as well as improved bakers updates and a new atlas scatter node.
Read Full Release Notes