Today we are excited to introduce
Substance Source!
Substance Source is an online material library dedicated to our Substance Live users.
Anybody with an active Substance Live payment plan can download for free 30 materials per month, choosing from a library of hundreds and soon thousands of PBR materials.
Some of these materials are entirely procedural, some are hand-painted and some are straight up scans, the goal is to build a library where artists can source any kind of material or style. Over the coming months, we will continue adding hundreds of new materials coming from our in house artists and from select partners.
Our partners currently include our friends at GameTextures, Real Displacement Textures, Texturing.xyz, Vizoo, and we are currently talking to other providers as well.
Substance users who bought their software the traditional way rather than through the monthly payments will have access to 60 free downloads per software (Substance Designer 5, Substance Painter 2 and Bitmap2material 3), for a maximum total of 180 free download credits.
If you have any questions, here is the right place to ask them.
http://www.youtube.com/watch?v=860YnsEMix0
Replies
Brilliant resource, Jeremie. Will there also be .MDL available?
Another thought is, as the library grows, it might be good to have tags on materials so you can search/filter by procedural, scan, has emissive, has alpha... early days though, I'm sure stuff like this has already crossed your minds.
I like that the various channels are shown in the 2nd preview image as well. Good stuff.
As for tags and ways to know what asset has tweaks or not, we've already been thinking about something similar, as you said it's a matter of how do we fit this in the website UI.
I just want to add to the feedback: releasing sbs sources would make source extremely useful. "Is it sbs"? Is pretty much the first question everyone in our studio asked.
That being said, if you already have SD5 and SP2, you should have 120 (60*2) free downloads in your account that you can use anytime you want.
@Kwramm Yes, the Studio yearly license comes with the sbs files for the Allegorithmic-made substances. Regular Live users get only the sbsar at the moment.
Same way Megascan are . Or have some indication of being scale adjustabe for rare ones that truly are.
BTW, would be cool if Allegorithmic would do a kind of special Substance composer where I could do for example 4x8meters texture by composing sevral 2x2meters substnaces which would be random seeded each in a kind of automatted process. Not being tiled by 2d transform within same texture. Substace Designer is not really a convenient tool for that task. I use linked smart object in Photoshop and hate them too.
I downloaded (for example) the "Scoria rock" file and opened in B2M: I can not find a command that allows me to choose the type of normal maps. There is only the DirectX version (I am using modo on a Mac).
I ask you to forgive my ignorance: Perhaps I did not understand anything...
Thank You and sorry for my bad English.
Massimo
We just added 200 architecture-themed materials to Substance Source. You'll find marbles, woods, concretes, fabrics, leathers, metals, plaster, etc. Almost all of them are fully procedural, enjoy!
If you think we are missing something, please let us know!
Substance Designer is quite complex piece of software, and having an ability to study some top-notch material graphs would be tremendously helpful for anyone getting into it. There's a trend among artists to share their graphs/breakdowns to help others learn from them, and I believe that Allegorithmic is in perfect position tto do so as well. Releasing a dozen of source .SBS files wouldn't undercut the Source library, but will empower Designer's users to uderstand software better and produce better art, thus pushing the level of Substance forward.
In short: just a one .SBS per wood, marble, concrete, metal, leather, etc. would be great!
Quick update on this side : we recently added the sbs (source files) on Substance Source so feel free to take a look at it
We don't provide the sbs files for some of them (for example for scanned assets, etc.) but they are available for a lot of procedural ones (340+ materials).
We also recently uploaded some bark and skins materials.
Cheers!
More details on our blogpost.
We recently published 170+ tweakable materials (procedural and scan based ones) on Substance Source.
You'll have access to procedural materials (sbs + sbsar) here :
https://source.allegorithmic.com/#/substances/search/sbs
Hybrid scan based materials (sbsar) are available here (new assets category):
https://source.allegorithmic.com/#/substances/new
In case you want more details here are the blogpost we did:
https://www.allegorithmic.com/blog/100-tweakable-materials-make-their-arrival-substance-source
https://www.allegorithmic.com/blog/new-hybrid-grounds-now-landing-source
Cheers!
As some of you may know, we published (some weeks ago) a batch of 3D Print materials (50 of them) here.
We also recently released a Substance Source Signature drop (by Daniel Thiger) of 15 materials.
You have access to procedural materials (sbs + sbsar) here:
https://source.allegorithmic.com/#/substances/search/danielthiger
We hope you'll like it,
Cheers!
We recently released, over the last weeks, 700 new materials for Automotive on Substance Source. As usual, they are all tweakable and comes with parameters/presets.
Some are scan based (hybrid as usual to have control over them), others are fully procedural.
The idea was to focus on materials from the prototyping phase to a final car render. It means a lot of different materials : fabric, leather (natural/with stitches/seams/welt), metal (classic/with patterns), brake rotors, rims, tires, led headlights, reflectors, car paints, speedometers, camera lenses, speakers, plastics grains, wood (classic/laser cut), license plates, carbon fibers, etc.
We basically worked on a showcar from scratch (with the help of Automotive industry specialists as we're usually more into game industry than car design ) in order to be sure to cover all the main materials and test them in a "real production" context.
Some links with more details : Prototyping, Exterior 1, Exterior 2, Interior 1, Interior 2.
A quick preview of some materials (a small part of the batch):
During the last weeks we released some batch of materials in different categories : we now have more "creature skin" content for example.
We also worked with Mark Foreman (Senior Environment Artist at CD PROJEKT RED, but you probably already know him) who created a medieval Signature drop.