Allegorithmic explained how and where you can use the materials from the Substance Source library.
A couple of weeks ago we’ve reported about the new service called ‘Substance Source’ from Allegorithmic. Specially for 80lv, Claudia Vance talked a little bit more about the features of this project and explained how can you use it.
So you’ve got Substance Share now and Substance Source? Do these overlap a little bit? What’s the difference in content in these two libraries?
Yes, Substance Share and Substance Source are now both part of the content offering that we’ve been building for the past year or so. We’re really excited about both!
We see them as complementary but not overlapping, since they have different purposes:
– Substance Share is the place to get community-created content: everything from meshes to textures and materials to filters and brushes. You can upload your own content to share with the community, or find what you’re looking for and use it in any project. It’s a platform for sharing and community exchange.
– Substance Source is a library of physically based materials that are right for any type of 3D project. We consider that content is now a tool in its own right, so Substance Source is part of the Substance toolset along with Substance Painter, Substance Designer and Substance B2M. Because it’s part of the Substance toolset, access is included in the Substance Live monthly plan (as we promised our users back in July 2016) at no extra charge.
How big is Substance Source exactly?
Substance Source launched with about 600 materials ranging from 100% procedural substances (some of which are the best of Substance Database) to physically based scans to hand-painted materials. We are continuously adding more materials, including ones for specialized collections (like our architecture collection, which will be out shortly), and adding more parameters and customization options for materials already in Substance Source.
We’re really interested in the flexibility of the materials provided in Substance Share? How can you tweak them, blend them and modify them to your liking?
All materials available on Substance Source are tweakable and customizable, whether that’s through the Substance software, directly in-engine or in-renderer, or in Substance Player. You can even blend materials in Photoshop if you export the bitmaps.
What about commercial application? Can you talk about the way these things could be applied in commercial projects and how can you bring them all together to work in games or archviz?
Sure! All the resources you can get on Substance Share can be used in any project, commercial or not, and this is also the case for Substance Source.