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  • Non-destructive: you can reverse any action without losing any of your work.
  • No more need to separately author maps such as Basecolor, Roughness, Normal, etc. Edit one mask or slider, and automatically any connected output is re-calculated.

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  • Non-linear: you can can author a multitude of texture outputs at once.
  • The workflow is further explained on dedicated pages, but the following are benefits of working with the software: Substance 3D Designer is a Node-based editor that allows you to build content in many different ways with varying complexities. Things like Brush Alphas, Generators, Filters and Base Materials can all be authored in Designer. For example, most of the procedural, smart content in Painter and Sampler was authored and exported from Designer. It means you are not limited to a single type of output (such as a unique material/set of textures for a UV-mapped mesh), but can create content for a much more extended set of uses. It allows you to author content for almost any usecase or scenario. In short, Substance 3D Designer should be seen as the most technical, advanced texturing application available.










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