Substance Designer 6: What’s new?
Substance Designer from Allegorithmic is a PBR (Physically Based Rendering) material creation software. It is widely used in the creation of video games but thanks to its latest development, it also becomes popular in the film, architecture and design industries. 3D artists like Substance Designer nodal and procedural approach which enables to create easily editable material with a non-destructive flow.
Allegorithmic became the leader of the creation of PBR materials in a few years only thanks to innovative softwares (Substance Designer and Substance Painter), high quality tutorials and a good listening of users.
Main innovations of version 6 :
Texture scan node: the major highligtht of this new version. The possibility to transform scan texture into materials thanks to a new series of dedicated nodes. Subsance extracts a diffuse texture, a normal map and a height from a sample of photos taken from various lighting angles. Then you can mix the material that you created with “classical” nodes from Substance Designer.
8K baking: as screen resolution goes finest, we need to go further in the resolution of our textures. Baking being available in 8K now and on non-square shapes, our textures can be even more defined.
Curve node: it enables to handle input/output following a curve, as we can do with Photoshop. It’s a grow in flexibility, when you create bevels for instance.
32 bits support to create HDR. The new graph “panorama studio” enables to create a HDR panoramical environment on which you can move your luminous shapes (square, disc or customized shape). Very interesting to create photo studios quickly. It quite looks like HDR Light Studio but less powerful though.
Text node: just a tool to write text. This little node seems to be nothing but it avoids tedious going back and forth with Photoshop.
Illustration: Magdalena Dadela