Home Adobe Substance

Substance Source - Master Thread

interpolator
Offline / Send Message
Jerc interpolator


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

  • kimmokaunela
    Offline / Send Message
    kimmokaunela ngon master
    Nice looking materials! This could be really handy for many projects. For me this kind of stuff is perfect to study different ways to make materials.
  • musashidan
    Offline / Send Message
    musashidan high dynamic range
    You people just keep on giving.... :)

    Brilliant resource, Jeremie. Will there also be .MDL available?
  • Bek
    Offline / Send Message
    Bek interpolator
    Just a thought, maybe procedural materials could list what parameters are exposed, if any. That could be useful to know if you had to choose between several similar materials. But with 30/month it doesn't seem like that big of a deal. And it might be a bit awkward to fit that info in the websites UI anyway.

    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.
  • acealmighty13
    Offline / Send Message
    acealmighty13 polycounter lvl 10
    Bek said:
    Just a thought, maybe procedural materials could list what parameters are exposed, if any. That could be useful to know if you had to choose between several similar materials. But with 30/month it doesn't seem like that big of a deal. And it might be a bit awkward to fit that info in the websites UI anyway.

    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.
    I second this idea.  I may not use it as often as some but knowing what's exposed and what isn't exposed could be helpful.  Especially, if we can't reference the file and check out the node structure and/or read only.
  • Lucas Annunziata
    Offline / Send Message
    Lucas Annunziata polycounter lvl 14
    Heyo, is there any chance that any of the materials will be in .sbs rather than .sbsar? I was a bit disappointed that I couldn't peak at the materials graph to learn from it.
  • Jerc
    Offline / Send Message
    Jerc interpolator
    We don't have short term plans to give out the sbs files, because the website backend is built for sbsar files at the moment. We do provide the sbs files of our in-house procedural materials to studios buying the full Source database though.
    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.
  • seth.
    Offline / Send Message
    seth. polycounter lvl 14
    Hey Jerc, If I already own SP and SD can I just buy B2M to get access to substance live or do I have to subscribe through the monthly thing, and do I have to stay subscribed after I have accrued enough cash to purchase B2M in order to keep access to substance live? 
  • Kwramm
    Offline / Send Message
    Kwramm interpolator
    Jerc said:
    We don't have short term plans to give out the sbs files, because the website backend is built for sbsar files at the moment. We do provide the sbs files of our in-house procedural materials to studios buying the full Source database though.
    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.
    Are you saying Studios can get the sbs sources for the part of the source database's materials that was designed by Allegorithmic?

    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.
  • Jerc
    Offline / Send Message
    Jerc interpolator
    @seth. What we call Live is the monthly payment option, so that's the only way to get access to all the content every month.
    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.
  • gnoop
    Online / Send Message
    gnoop sublime tool
    Would be nice the materials have some 2x2 m  or 1x1m   scale hints. 
    Same way  Megascan are .   Or have some indication of being scale adjustabe for rare ones that  truly are.
  • Jerc
    Offline / Send Message
    Jerc interpolator
    Although it's hard to give a scale on procedural materials, we can definitely do it on the scanned materials, I'll see if we can add a tag or something with the scale.
  • gnoop
    Online / Send Message
    gnoop sublime tool
    From what I saw in substance base,  90% procedural materials are not really designed to be scaled  up or down until you reassemble  them from the very beginning.   So I think it safe to estimate the scale for them too.    
    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. 
  • massimobaita
    Offline / Send Message
    massimobaita polycounter lvl 3
    Hi. I wanted to know if there is the possibility to choose the type of normal maps (DirectX or OpenGL).
    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 s
    orry for my bad English.
    Massimo
  • Jerc
    Offline / Send Message
    Jerc interpolator
    Every substance is supposed to have a Normal Format parameter allowing to switch between the 2 formats but it seems this one doesn't have it. Thanks for reporting the issue, we'll fix it asap.
  • seth.
    Offline / Send Message
    seth. polycounter lvl 14
    @jerc, yup 120 sitting right there, thanks very much :)
  • Jerc
    Offline / Send Message
    Jerc interpolator


    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!





  • sziada
    Offline / Send Message
    sziada polycounter lvl 12
    Jerc said:


    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!





    Any Plans on making your architecture line categorized by Country, as in Australia, out materials selections are fair bit different, we go through companies like colorbond, Laminex and a variety of different suppliers for our materials in Aus.?
  • Treidge
    Offline / Send Message
    Treidge polycounter lvl 11
    I get that most likely we will not see .SBS files to be made available for Live users anytime soon, and this is understandable. However, I would like to suggest something: could you guys consider releasing maybe a one or two .SBS files per material type for educational purposes? This can be done through a number of blog posts or through the YouTube videos, like walk-through-the-graph videos or something like this. Even just making this files available will be OK. Considering the resource restrictions, the latter may be more viable.

    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!
  • Uzziel
    Offline / Send Message
    Uzziel polycounter lvl 7
    Hey there,
    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!

  • Jerc
    Offline / Send Message
    Jerc interpolator
    A new drop of material is now available on Substance Source. This time it's scan based fabrics, 150 of them!
    More details on our blogpost.






  • Uzziel
    Offline / Send Message
    Uzziel polycounter lvl 7
    Hey,
    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!
  • Uzziel
    Offline / Send Message
    Uzziel polycounter lvl 7
    Hey,
    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!
  • Uzziel
    Offline / Send Message
    Uzziel polycounter lvl 7
    Hey,

    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):


    The car created for this project (named "X-Taon"):

    Cheers!
  • Uzziel
    Offline / Send Message
    Uzziel polycounter lvl 7
    Hey there, long time since I haven't posted an update regarding Substance Source. :)
    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.



    Cheers!

  • onionhead_o
    Offline / Send Message
    onionhead_o polycounter lvl 16
    the new Assets in substance source is broken for me. thumbnails are all empty


  • onionhead_o
    Offline / Send Message
    onionhead_o polycounter lvl 16
    just wana report that substance source is back to normal thanks
Sign In or Register to comment.