Update: Allegorithmic Substance Designer 2019.1

allegorithmic substance designer 2019 update

Allegorithmic Substance Designer 2019.1 brings a new update to the Substance Engine to further expand its capabilities as well as additional new filters.

Substance Designer

Substance Designer is the Ultimate 3D Material Authoring and Scan Processing Tool. It has become the standard in the entertainment industry for PBR material authoring.

What’s new in v2019.1?

A smarter ecosystem

Substance Designer is seeing its most significant update in a while this spring with a brand new version of its core Substance Engine (v7) as well as improved scripting API, some impressive new nodes; and an additional performance boost on the bakers side.

What is the Substance Engine v7?

Allowing you to go beyond the texture maps of the PBR format, the Substance Engine v7 allows you to process not just textures, but also values.

How will this work? There are multiple answers: you will be able to use the Substance Engine v7 to add, for instance, some specific magic value that a custom shader in an in-house engine may need. Your Substance material will integrate even better in your workflow.

Also, this will allow Substance creators to enrich their content with additional information. For example, take the scale of a material. Is the width of this concrete tile supposed to be 50 centimeters, 10 inches, or 1 yard? With the new engine, this information can be embedded in the Substance file and can change dynamically as the Substance material is being tweaked!

Another example is how to represent some material properties that can’t, or shouldn’t be, encoded in a texture: the weight or elasticity of a fabric or leather, for example; for manufacturing purposes, the minimum viable thickness of a material destined to be 3D printed.

This new engine opens the door to many new workflows and pipeline improvements.

More in-depth info

Substance Designer is only available in the Substance Suite Pro.

Learn More

More Content

New Nodes

  • Flood Fill is slowly becoming a staple of a new generation of insanely creative material authors, and so the team brings you new variants; the Flood Fill To Index, which lets you give numbers per shape, and the Flood Fill Mapper, which lets you apply images on each shape. This comes delivered with a ton of options we can’t wait to see you explore.
  • Atlas Splitter is now here!  Using the values (thank you Substance Engine v7), the Atlas splitter divides your Atlas and lets you isolate and exploit the separate elements of your scan, taking a tedious part of the scanning process and leaving you with all the fun of scanning and placing your asset wherever you want!
  • Two directional warps join the family: the ‘Non-Uniform Direction Warp’ allows the intensity and direction of the warp to be driven by an image input; the ‘Multi-Directional Warp’ applies the directional warp multiple times in opposite directions while the displaced texture stays in place.
  • Height Extrude’ also joins the family and lets you render the 3D depth from a grayscale height map.

The Triplanar gets an update with a more accurate blending formula, separated inputs for the x, y, and z projections, and random offset.

And finally, the Normal Vector Rotation filter is improved. It lets you choose various directions based on a grayscale of inputs.

Improved Python Plugin System

the scripting API gets a major update (it’s actually roughly half of the changelog!).

Mainly, it invites you to explore QT for Python and create a GUI for your plugin inside Substance Designer, with the same style of that of your favorite application (Substance Designer, of course).

Awesome plugins are in the works. They should also make your life a lot more convenient, and we should be able to deliver these to you in a nice package really soon. We’ll keep you updated.

We’ve also changed the Python plugin system, which is now up to industry standard. Your plugin is now created when the application starts, which allows you to create a persistent plugin.

More in-depth info

Learn More

Serious optimization

Bakers are getting noticeably faster.

The team has worked on the Integration of Optix for your AO / Bent Normal / Thickness bakers. And they’re at least 5 times faster than CPU raytracing. Any faster and your computer would take off!

If you want to make the most of this, don’t forget to update your drivers, because we use the very last version of Optix.

More Info

.obj Loader is now optimized and multi-threaded. You should see a significant increase in loading speed; at least 1.5 times faster. Expect to see more improvements on that end with future releases.

Learn More

Share This Post

Subscribe to Toolfarm!

Get the latest updates on products, sales, tutorials, and freebies, delivered bi-weekly to your inbox!

Posted by Kim Sternisha