As some of you may have seen already, we announced a partnership with NVidia at Siggraph to bring IRay rendering to Substance in the very near future!
For those of you who are not with us at Siggraph, here is a quick video I made to show IRay in action.
As the video is accelerated so I could show a bit the different options, here is also a gif that shows the rendering in real time on my laptop. It's a 1920x1080 render with DoF and true light emitting materials on a 4M+ triangles mesh kindly provided by our friend Christophe Desse.
-the white spots are gif artefacts-
Here is also a little more details about what's coming exactly:
- IRay is an unbiased offline renderer and based on the mdl material format. It can render all sorts of physically based materials such as multi layered car paint, anisotropic metals or cloth, refractive surfaces, real subsurface scattering, emissive materials, etc.
- IRay rendering will be available starting with Substance Designer 5.3, Substance Painter support will follow a bit later on.
- The switch between real time OpenGL rendering and IRay is instantaneous and PBR materials authored with the regular Substance shaders will translate perfectly to IRay without any additional work.
- In addition to the built-in materials, Substance Designer will feature a full node based MDL material/shader editor.
- It's free for everyone, you don;t need an IRay or Mental Ray license or anything like that.
- Yebis post processes can be used on top of the rendering to add tone mapping, glare, or lens flare effects.
If you have any questions, that's what this thread is for!
We'll share more details as we get closer to release.