Substance Source Gets Materials for Automotive Design
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Latest comments
by Frank
7 hours ago

Is there any way i can tweak the colors dynamically through another blueprint? I tried with the "get all actors of class" function and setting the colors of the clouds by a timeline, everything else connected to the timeline does its thing but the volumetric clouds wouldn't change. Are the properties somehow fix?

by Ronnie Ochero
10 hours ago

Hi, what version of blender does this work with?

by anonymous
15 hours ago

Yeah this is good but it doenst capture the 2d look it still looks 3d. How about copying the movement of 2d animation because this looks way too smooth. 1 example is using the classic by twos which most studios do or also use 24 fps to really capture the 2d feel

Substance Source Gets Materials for Automotive Design
27 March, 2018
News

Allegorithmic has recently presented a new set of Substance materials for automotive design at NVIDIA’s GPU Technology Conference. You can now get your hands on 25 fully customizable materials. The latest release brings 8 MDL materials for you to play with and learn about SBS and MDL graphs.

This is just a beginning as the company will add more than 300 materials to Substance Source.

The goal here is provide visualization experts and car designers with necessary tools to texture all kinds of vehicles.

As of this moment, users can get access to set of 25 flagship materials to work on a car’s body, interior seating, wheels, dashboard and other parts. The materials are said to be designed for maximum photorealism and customizability thanks to material definition language.

The thing here is that designer can use these materials to save time on different operations, so the pack is pretty awesome.  

The team called in car designers, color and trim designers, and manufacturers’ visualization artists to build the best possible library. Want to learn more? Check out a post on the latest release from Allegorithmic with tons of details on the production process.

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