View Full Version : Substance Designer :: Technology Focus

10 October 2012, 01:07 AM
Hey there,

I spoke to Allegorithmic CEO Sebastien Deguy about the journey he's having with his new parametric texture generator, Substance Designer. Several large companies were on hand to show how this package is making waves in game creation.

Click the image to read, come back to comment. (

10 October 2012, 08:45 AM
This is absolutely amazing, A node based texturing software that is integrated with current 3D packages. Brilliant!!!

Take my money!

10 October 2012, 06:28 PM
First time hearing of this... MIND BLOWN.

10 October 2012, 06:34 PM
I'm pretty sure the substance plugin was added to max in a product update for 2011 on. The level of control you can have over the maps within max is incredible, didn't look into designer at the time though - this is awesome.

10 October 2012, 08:38 AM
I'm pretty sure the substance plugin was added to max in a product update for 2011 on.

The ability to use substance materials along with the substance player and a number of substance material presets were added. Substance designer(and the bitmap2material plugin) has to be purchased.

Certainly a terrific tech for games and archvis, but I don't see it replacing photoshop anytime in the near future as claimed in the vids.

10 October 2012, 09:01 AM
Looks really amazing.. exactly what we've been looking for as a replacement for photoshop.. but.. no Linux version? :-(

Any plans for a Linux version?

10 October 2012, 09:03 PM
Any plans for a Linux version?We are actually preparing a close Beta for a Linux version starting in November. If you want to be part of the Beta program, please contact us directly via our Contact form:

10 October 2012, 11:39 AM
Are there any plans for implementing Substance in Softimage as well?

10 October 2012, 02:08 PM
This is an impressive tool, but has a major flaw IMHO. Unlike a procedural system that operates in 3D, Substance Designer works in 2D, generating textures that must be UV mapped on 3D models. This means that in many cases you'll get seams across UV borders and SD doesn't provide any tool to fix them.
Having a non destructive system like this is amazing, but it becomes useless if I have to fix seams with a destructive solution such as projection painting.
Imagine tweaking a few parameters and then regenerating hundreds of textures in one click. SD allows you to do this with its batch tool and its amazing... too bad you'll have to fix seams in every texture by hand, one by one, using a 3D painting tool such as BodyPaint, Zbrush, 3DCoat, Mari, etc...
So Allegorithmic, I hope you're reading this, because you won't get my money until this issue is fixed. It could be as easy as having a node that implements mapping from one image to another using a second UV set. It's a well known and documented technique, see for example this (

12 December 2012, 08:37 PM
Allegorithmic introduced a "non-commercial" version for $99:

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12 December 2012, 08:37 PM
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