What is Substance Source?
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by brtt
1 hours ago

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by Jamie Gibson
15 hours ago

Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!

Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!

What is Substance Source?
22 November, 2016
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.


Claudia VanceMarketing Manager at Allegorithmic

Interview conducted by Kirill Tokarev

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1 Comment on "What is Substance Source?"

Matthew Thomas Grimaldi
Matthew Thomas Grimaldi

The Substance suite is really fantastic. I am only now just beginning to learn the Designer and Painter programs. I intend to use them in conjunction with 3ds Max for Architectural visualization. The online tutorials are really quite good. Looking forward to checking out Source!