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Allegorithmic Substance Suite Pro – Annual Plan

Review:

Allegorithmic Substance Suite Pro – Annual Plan
  

The 3D Texturing Suite

Inspiring, intelligent tools and content to create and apply materials for 3D. Substance Suite gives you the full toolset, always up to date with the latest features and content.

  • Paint in 3D in Substance Painter.
  • Create material libraries for 3D in Substance Alchemist.
  • Design materials with precision in Substance Designer.
  • Download high-end materials from Substance Source.

Pro subscriptions come with access to our license assignation portal where you can assign a user to the subscription via email and change the user as needed (as long as only 1 user is utilizing the software).

An Industry Standard

The Substance format works with many tool of your 3D creation workflow.

Our team develops and maintains integrations with all the major 3D apps. And the Substance format is an industry standard, readable and useable in every tool dedicated to 3D.

substance suite 3d apps

Create for 3D

Explore the Substance ecosystem: tools and content dedicated to materials for 3D.

substance paintersubstance painter girlSubstance Painter

Texture your 3D Assets

All the tools you need to texture your 3D assets in one application.

Substance Painter has smart materials, smart masks and integrated bakers, and a state of the art real-time viewport.

Your painting habits, now in 3D

  • If you’ve ever used Photoshop, you’ll feel at home with Substance Painter.
  • Take your skill beyond the 2D canvas and expand your artistic possibilities. Breathe life into your art with Substance Painter.

Tech that augments your art

  • You can use smart materials that adjust to any object to show realistic wear and tear; explore mask presets that adapt to any shape, and paint with brushes you can modify on the fly.

Immersive texturing

  • When you paint, the viewport shows all your artistic decisions in real-time.
  • Move around your asset as much as you like, undock windows to create the best workspace for you, and enjoy an immersive texturing experience.

Try everything, lose nothing

  • Substance Painter’s workflow is non-destructive. You can experiment as much as you like, then jump back to previous stages if you don’t love what you create. You can always find your way back.

Key Features

  • Powerful paint engine – Paint using smart brushes, projection tools and even particles.
  • Smart Materials / Smart Masks – Wear and tear, scratches and dust adapt to your asset.
  • RTX accelerated bakers – Extract and bake any material from a 3D object in a few seconds with our GPU accelerated baker.
  • State of the art rendering – Our real-time viewport coupled with NVIDIA’s Iray renderer gives you amazing previews and renderings
  • Export to anything – Export to any game engine, platform or renderer with just a click.
  • Multiplatform – Optimized for PC, Mac, and Linux.
  • VFX ready – UDIM support, alembic, camera import, and more. Work effortlessly on film-quality assets.
  • An amazing community – Learn and share with passionate artists.

substance designer iconsubstance designer landscapeSubstance Designer

Limitless material authoring for 3D

The industry standard for creating custom materials, Substance Designer gives you complete authoring control.

Design tileable textures and patterns, and edit complete texture sets.

Use pre-made resources or create materials from scratch in this non-destructive, node-based environment, and take advantage of Designer’s ever-expanding scripting capabilities.

Non-destructive workflow

  • Edit materials instantly with the procedural non-linear workflow.
  • Want to change something or adjust the look of a material after the fact? Make changes at any time; never lose any of your work.

Material authoring

  • Create materials with full control and infinite power of expression.
  • Edit full sets of textures in real-time and produce tileable Substance materials and MDL materials that are will be directly compatible with your renderer or game engine.

Powerful generators, tools and filters

  • Combine a large number of preset filters and tools for procedural and hybrid workflows.
  • Access and modify the sources of any resource or filter: you have absolute editing control.

At the core of the Substance ecosystem

  • Substance Designer powers material creation for Substance Source, and provides Substance Painter and Substance Alchemist with ongoing new features and capabilities.

Key Features

  • Procedural creation- Harness the power of Substance to create unique and versatile parametric materials.
  • State of the art rendering – Our real-time viewport coupled with NVIDIA’s Iray renderer gives you amazing previews and renders.
  • An ever-growing library of nodes – Access more than 400 nodes by default, and hundreds more on Substance Share.
  • 100+ procedural noises – Create any surface with unique and randomizable noises and patterns.
  • RTX-accelerated bakers – Extract and bake any texture from a 3D object in a few seconds with the GPU-accelerated baker.
  • HDR lighting creation – Create dynamic lighting stages using procedural lights or 360 photos.
  • Pipeline automation – Create tools and utility graphs to supercharge your pipeline.
  • Scripting API – Build and share powerful plugins with the integrated Python scripting interface.

substance alchemist iconsubstance alchemist citySubstance Alchemist

Create 3D material libraries

Create collections of materials by combining and tweaking existing resources, or by building new materials from photos and high-res scans.

Craft a specific catalog of materials from real-world references, or simply experiment to until you find results you love – in all cases, Alchemist brings phenomenal speed and ease of use to your workflow.

1-click generators

  • Synthetic material creation with phenomenal speed.
    Select a base material, and apply one of Alchemist’s filters; within seconds, you’ve created a complex 3D material.
    Use Alchemist’s intuitive interface to modify to suit your personal preference.

Combine 3D materials

  • Take existing materials, and blend them together. Craft credible combinations of complex materials: tree bark with moss, for instance, or stone with pebbles; unlimited possibilities exist.
  • Define your blending criteria from options such as height, color, or custom masks to ensure utterly seamless blending.
  • Great results, achieved super-fast.

Transform 2D photos into 3D materials

  • Import a reference photo into Alchemist. Transform it into a high-quality 3D material. The entire process takes seconds. Our machine-learning based delighter removes shadows and helps you get the best material from your captures.

Create material collections

  • Substance Alchemist’s collection feature helps you build vast material libraries. Use moodboards to generate many variations of your materials.

Key Features

  • Material blending – Combine two or more materials to create complex surfaces easily.
  • Automatic color variation – Extract colors and generate libraries of variations.
  • Conversion of single images to 3D materials – Create a material from a single photo
  • Multi-angle images to 3D materials – Dedicated scan-processing workflow.
  • Delighter – Remove shadows with machine learning algorithms.
  • Atlas Splatter – Scatter leaves, pebbles, and more, on your material.
  • .sbsar export – Export Substance materials compatible with every 3D application out there.
  • Embedded filters and generators – Add your own content, created in Substance Designer.

substance source box (old)substance source stuffSubstance Source

Your high-end material library

Thousands of customizable materials created by specialists and world-class guest artists.

Modifiable parameters permit infinite variation.

Materials that are compatible with all major digital content creation apps and game engines.

An exponential collection

  • Substance Source is growing over time with regular additions of new materials, as well as new options being added to existing assets.
  • Each material is unique — with a unique set of parameters.

One material, countless possibilities

  • Each material possesses parameters allowing personalisation to match your precise needs.
  • You don’t merely select, say, a calfskin leather featuring a topstitched pattern – you control the color of the leather, the style of the stitching, the density of the pattern, the degree of wear and aging of the material, and a range of characteristics besides.

A source of inspiration

  • Find the best creations from the best material authors, thematic collections, and inspirational content – all designed to help you push your creations even further.

A platform for learning

  • Each material’s node graph is provided.
    Explore the processes and techniques of our in-house artists and guest experts; learn from the best of the best.

Key features

  • Material standard – The Substance format works with all your 3D apps, in both real-time and offline renderers.
  • Comprehensive library – From scans to hybrid and fully procedural materials, every type of surface is covered.
  • Endless variations – Modifiable parameters allow precise personalization of materials.
  • Cloud viewer – Preview and tweak your materials before downloading them.
  • Guaranteed quality – Only the best materials, which have been intensely tested and review, make it onto Substance Source.
  • Learn from the best – Explore the node graphs created by experts; learn the secrets within.
  • Integrated content – Substance Source is directly accessible within your favorite 3D graphics apps.
  • Thematic collections – Get inspired with curated collections of materials.

 

FAQ

What is Substance?

Substance by Adobe is a monthly service that provides you with tools and content including access to the latest versions of Substance Painter, Substance Designer, Substance Alchemist and access to downloadable content through Substance Source.

What do I get with my Substance subscription?

You get access to a Substance license that allows you to start using all the latest versions of the software as soon as they are released: Substance Painter, Substance Designer, and Substance Alchemist. You also get access to the Substance Source content library, with the ability to download content each month.

I just purchased Substance. How do I install and activate the software?

Welcome! The easiest way to manage your software builds and licenses is to download the Substance launcher. If you prefer to download and install the software manually, you can find the software builds and license key files in the “Licenses” section of your Substance account on our website.

If I cancel Substance do I keep the assets from Substance Source?

Yes, you keep the assets you already downloaded.
Canceling your subscription will cancel the automatic renewal but you will still have access to your licenses until the end of the subscription period you paid for. Your Substance Source downloads and materials stay on your account even after your subscription expired.

I am a student. How do I get access to Substance?

As a student, you are eligible for a free non-commercial license of Substance. You will need to fill out the student form in this page (URL of the student form on the new website) and attach a proof of enrollment to your school/university/college displaying your name, the name of your school/university/college and the date during which you will be a student.

 

One license gives you access to Windows, OS X and Linux versions.

Pro subscriptions come with access to our license assignation portal where you can assign a user to the subscription via email and change the user as needed (as long as only 1 user is utilizing the software).

Substance Painter

Operating System

Minimum Requirements

Windows

  • Version : Windows 8 (64bit)
  • Memory : 8GB RAM
  • Graphics : 2GB VRAM

Mac OS

  • Version : 10.12 (Sierra)
  • Memory : 8GB RAM
  • Graphics : 2GB VRAM

Linux

  • Version : CentOS 7.0 / Ubuntu 16.04 (Steam only)
  • Memory : 8GB RAM
  • Graphics : 2GB VRAM

Recommended Requirements

Windows

  • Version : Windows 10 (64bit)
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

Mac OS

  • Version : 10.15 (Catalina) or above
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

Linux

  • Version : CentOS 7.6 / Ubuntu 18.04 (Steam only)
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

 

Note:

  • For working in comfortable conditions we recommend a monitor with a resolution greater than 1 Mega Pixels and wider than 1280 pixels.
  • Exporting at 8K (8192*8192 pixels) requires a GPU with more than 2GB of VRam.
  • Only versions 2019.x and above have been notarized in order to run on MacOS 10.15 (Catalina).
  • On CentOS 7.5 or older, the application may not start because of a library dependency issues (FT_Get_Font_Format error). We recommend updating the system or installing the following library.
  • To use the software via RDP (Remote Desktop) see the dedicated documentation page.
  • Crash on Ryzen CPU when baking, can be fixed by updating the BIOS.

Supported GPUs

Substance Painter use a GPU feature named Sparse Virtual Texture to improve performances. Check the documentation page to see if your hardware is compatible.

  • NVIDIA GeForce GTX 900 and above
  • NVIDIA Quadro M2000 and above
  • AMD Radeon HD 7700, R7 260, R9 290 and above
  • AMD Radeon Pro WX-2000 / Pro Duo and above
  • AMD FirePro W5000 and above

Note: Computation freeze can happen in some rare cases on AMD VEGA GPUs.

Unsupported GPU configurations

  • Mac:
    • Only official Apple configurations are supported
    • Nvidia Iray renderer requires CUDA drivers to use the GPU
    • eGPUs are not currently supported and may have stability issues
  • Linux:
    • Mesa drivers on Linux are not supported
  • Integrated GPUs are not supported. While the application may be able to run on GPUs such as Intel HD 6000 or IRis Pro 6200 and above many issues can arise.

 

Minimum GPU Drivers Versions

Below is a list of the minimum GPU drivers version required for the application to run fine. This list may be subject to changes as new versions release. To download new drivers see : GPU has outdated drivers

VendorPlatformVersion
NVidia Windows

  • GeForce : 430.86

  • Quadro : 430.86

Linux

  • GeForce : 410.73

  • Quadro : 410.73

AMDWindows / Linux

  • Radeon : 19.7.1

  • Radeon Pro / Firepro : 18.Q4

IntelWindows / Linux

  • All : 15.33

On Mac OS the GPU driver is provided by the operating system itself. Update to the latest version of your OS to access the newest driver.

GPU Raytracing for Baking

To enable GPU Raytracing via Optix or DXR the minimum drivers recommended above must be installed.

DXR requires the following minimum configuration :

  • Windows 10 version 1809 (build number 10.0.17763), see this page for more information
  • GPU with Pascal architecture (Nvidia GeForce 10XX)

Substance Designer

Operating System

Minimum Requirements

Windows

  • Version: Windows 7 (64bit)
  • Memory: 4GB RAM
  • Graphics: 2GB VRAM

Mac

  • Version: 10.12 (Sierra)
  • Memory: 4GB RAM
  • Graphics: 2GB VRAM

Linux

  • Version : CentOS 7.0 / Ubuntu 16.04 (Steam only)
  • Memory : 4GB RAM
  • Graphics : 2GB VRAM

Recommended Requirements

Windows

  • Version : Windows 10 (64bit)
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

Mac

  • Version : 10.14 (Mojave) or above
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

Linux

  • Version : CentOS 7.0 / Ubuntu 18.04 (Steam only)
  • Memory : 16GB RAM
  • Graphics : 2GB VRAM

 

 

Note:

  • For working in comfortable conditions we recommend a monitor with a resolution greater than 1 Mega Pixels and wider than 1280 pixels.
  • Only versions 2019.x and above have been notarized in order to run on MacOS 10.15 (Catalina).

Supported GPUs

Below is a list of the GPU compatible with the application :

  • Intel HD 5000 / IRis Pro 6200 and above
  • NVIDIA GeForce GTX 600
  • NVIDIA Quadro K2000 and above
  • AMD Radeon HD 7000 and above
  • AMD Radeon Pro WX-serie / Pro Duo and above
  • AMD FirePro W-series / FirePro S-series and above

Note:

  • Integrated GPUs are not recommended
  • Mac: Only official Apple configurations are supported (default GPU and Apple drivers)
  • Mac: Nvidia Iray renderer requires CUDA drivers to use the GPU (OSX 10.11 minimum)

Recommended GPU Drivers Versions

Below is a list of the minimum GPU drivers version required for the applicaiton to run fine. This list may be subject to changes as new versions release.

VendorPlatformVersion
NVidia Windows

  • GeForce : 430.86

  • Quadro : 430.86

Linux

  • GeForce : 410.73

  • Quadro : 410.73

AMDWindows / Linux

  • Radeon : 19.7.1

  • Radeon Pro / Firepro : 18.Q4

IntelWindows / Linux

  • All : 15.33

Note:

  • On Mac OS the GPU driver is provided by the operating system itself. Update to the latest version of your OS to access the newest driver.

GPU Raytracing for Baking

To enable GPU Raytracing via Optix or DXR the drivers recommended above must be installed.

DXR requires the following minimum configuration :

  • Windows 10 version 1809, see this page for more information
  • GPU with Pascal architecture (Nvidia GeForce 10XX)

Substance Alchemist

Operating System

Minimum Requirements

Windows

  • Version : Windows 7 (64bit)
  • Memory : 8GB RAM
  • Graphics : 2GB VRAM

Mac OS

  • Version : 10.12 (Sierra)
  • Memory : 8GB RAM
  • Graphics : 2GB VRAM

Linux

  • Version : CentOS 6.6 / Ubuntu 16.04 (Steam only)
  • Memory : 8GB RAM
  • Graphics : 2GB VRAM

Recommended Requirements

Windows

  • Version : Windows 10 (64bit)
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

Mac OS

  • Version : 10.14 (Mojave) or above
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

Linux

  • Version : CentOS 7.0 / Ubuntu 18.04 (Steam only)
  • Memory : 16GB RAM
  • Graphics : 4GB VRAM

 

Note:

  • For working in comfortable conditions we recommend a monitor with a resolution greater than 1 Mega Pixels and wider than 1280 pixels.
  • Only versions 0.8.x and above have been notarized in order to run on MacOS 10.15 (Catalina).

Supported GPUs

Below is a list of the GPU compatible with the application:

  • Intel HD 5000 / IRis Pro 6200 and above
  • NVIDIA GeForce GTX 600
  • NVIDIA Quadro K2000 and above
  • AMD Radeon HD 7000 and above
  • AMD Radeon Pro WX-serie / Pro Duo and above
  • AMD FirePro W-series / FirePro S-series and above

Note:

  • Integrated GPUs are not recommended
  • Mac: Only official Apple configurations are supported

Image Delighter

The image Delighter is only available under the following configuration:

  • Windows only (version 7 minimum)
  • GPU with more than 2GB of VRam
  • GPU compatible with Nvidia CUDA version 10.0

Recommended GPU Drivers Versions

Below is a list of the minimum GPU drivers version required for the application to run fine. This list may be subject to changes as new versions release.

VendorPlatformVersion
NVidia Windows

  • GeForce : 430.86

  • Quadro : 430.86

Linux

  • GeForce : 430.40

  • Quadro : 430.40

AMDWindows / Linux

  • Radeon : 19.7.1

  • Radeon Pro / Firepro : 18.Q4

IntelWindows / Linux

  • All : 15.33

Note:

  • On Mac OS the GPU driver is provided by the operating system itself. Update to the latest version of your OS to access the newest driver.

 

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

Major features

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.

Thumbnails

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.

Chinese Localization

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

Major Features

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.

Performances Improvements

  • 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.

Miscellaneous Improvements

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.

Added:

  • 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
  • [JavaScript][UI] Plugins menu replaced by JavaScript
  • [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

Fixed:

  • 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

Known Issues:

  • [Scripting][JavaScript] Cannot edit new Curvature baker settings
  • [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

 

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