The Scan Production Pipeline Behind Substance Source

Allegorithmic has published an article on the scan production pipeline behind Substance Source.

Allegorithmic has published an article on the scan production pipeline behind Substance Source with details on capturing, the post-processing of scans with Substance Designer and other steps. Clearly, the team uses powerful hardware to generate their sets of high-quality substances. Their production process relies on Substance Designer as the main tool and the full NVIDIA GPU support.

The article shows their custom photogrammetry pipeline in Substance Designer 2017, so you can get an idea about the way they process 100 scanned materials in less than two weeks.

Back at the office, we process all the photographs using photogrammetry software. This step generates a highpoly point cloud model and an 8K color/height map.

Post processing of Rock Dasht Iran

Processing Scan Maps in Substance Designer 2017

The challenge for this process was loading 8K maps in Substance Designer and keeping the entire workflow at this maximum resolution. At some point we were limited by the VRAM available on our GPUs (GTX 1080).

Substance Designer needed more hardware power, so we tried the new Quadro P6000 24Gb from NVIDIA. Result? Substance Designer’s speed increased by a factor of three with good stability – no crashes!

To enable the 8K workflow in Substance Designer, you need to set the “Cooking size limit” to 8192 pixels in the Preference/General menu. If you have a powerful GPU, you can also increase the “Engine GPU cache limit” to the maximum value: 16384 megabytes.

Here is a simple diagram of our template for scan processing:

Maps processing of Rock Dasht Iran

Allegorithmic

Make sure to read the full article here.  

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