Adobe recently launched Substance 3D, a suite of 3D software used to create, capture and paint 3D materials + stage and render 3D scenes.

Substance 3D Stager

Artwork by Justin Patton and Maximilien Vert

A whole new software is born. Substance 3D Stager is your virtual studio, focused on giving you the best tools to put a scene together. A powerful rendering engine and versatile procedural content meet the signature Adobe approach in an app that’s both far-reaching and easy to use.

In Stager, you can build a scene with models, add materials, light your scene, position your cameras, and export your final image — or even export your scene for the web or AR. Discover the powerful, interactive raytracing renderer, Adobe Mercury Rendering Engine, and more!

Substance 3D Painter

Artwork by Geoffrey Rosin, Eric Lautard, and Giovanni Nakpil

The newest release of Painter provides an update to the asset panel, a new shader, an overall refresh of the UI, some much-requested performance improvements and expanded language support.

This latest update also adds improvements to the auto-unwrap feature, with improved packing performance, UV island orientation, and functionality with UV Tiles! Find out more in the release article.

Substance 3D Sampler

Artwork by Vladimir Petkovic and Wes McDermott

Formerly known as Substance Alchemist, Substance 3D Sampler is a complete overhaul of the tool, with new procedural IBL authoring, livelink edits in Photoshop, new and improved filters, and a revamped UI.

Sampler becomes your go-to tool to easily transform a real-life picture into a photorealistic surface or HDR environment: it’s truly about sampling, digitizing, and enriching the world around you!

Substance 3D Designer

Artwork by Vladimir Petkovic and Wes McDermott

Designer comes with a whole new layer of procedural abilities! The new Substance model graph introduces procedural modeling to the tool, allowing you to create fully parametric 3D models.

We’ve also added new content, some Publish Window UX love, and better integrated experiences with the other Adobe Substance 3D tools. Learn more about all the new features!

Substance 3D Asset Library

Formerly know as Substance Source, the Substance 3D asset platform will now host even more content! Besides thousands of procedural materials, you’ll now also have access to hundreds of models, and dozens of environment lights; everything you need to set up your scene.

Parametric materials

Artwork by the Substance 3D content team

It is the largest parametric content library today, with nearly 9,000 materials available for all purposes and styles. These high-end materials are designed, built, and optimized with love. We create them to help you to obtain a photorealistic result without effort, thus producing exceptional images in a minimum of time.

These materials are created in-house by our team of technical artists (you may already know them as the Substance Source team) and each material is visually customizable with built-in parameters that allow for endless unique variations. Whether you are starting out in 3D as a graphic designer or an advanced 3D artist, you will find the right look and feel for your project.

Over 2000 new 3D models

Artwork by the Substance 3D content team

3D models are now part of the Substance 3D assets library, and we made sure you’d have a large selection: there are over 2,000 of them! To make your life easier, this brand new collection of 3D models lets you find the props you need to create scenes for interior design, retail space and stores, fill entire video game levels, or simply script a composition for product marketing. These parts, objects, and accessories are ready to texture and use.

Parametric lights

Artwork by the Substance 3D content team

The Substance 3D asset platform introduces a new type of content on the platform: 3D lights. You can access a first selection of over 70 assets, and this number will only grow over time. Each of these assets is a studio scene dedicated to product and fashion photography. And like Substance materials, environment lights are parametric!

The original article appears here:

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