Substances are the same as standard materials, except that the texture maps they use can be generated at runtime rather than being predefined and stored.
Much, if not all, of a substance is procedurally generated. This makes for the following benefits:
- Each substance can be customised to generate an infinite number of variations. - Substances properties are available to game engines, and can be changed live during game runtime. - Texture map resolutions can also be changed live during game runtime (from 32px all the way up to 4096px). - Very small file size compared to traditional materials. Usually in the kilobytes, or very low megabyte range. - No significant changes to performance versus traditional materials.
The potential for character customisation, deformable environments and procedurally generated games is incredible! And even when you're just working in 3D software, being able to change properties without having to constantly jump between your graphics software and 3D software is a lifesaver!
Substances are natively supported by indie game engines such as Unity and Unreal. They can also be used in 3D software such as Maya, 3DS Max and Modo, using a free plugin.
THIS SUBSTANCE FILE SIZE = 2.2MB
AVAILABLE PROPERTIES FOR THIS SUBSTANCE
Output Size --- Power of two scaling up to 2048px on CPU and 4096px on GPU. May scale further with future hardware/engine to capabilities. Random Seed --- Generate an almost infinite number of variations. Use throughout your game, but never see the exact same texture twice. Light Angle --- Change the angle of surface emboss effects, instead of having them contradicting the lighting. Pattern Tiling --- Tile the noticeable patterns within the UV area, to give you the ultimate control over perceived pattern repetition over larger surfaces. Paint --- Color, Emboss Intensity, Highlight Color, Shadow Color Rust --- Color, Emboss Intensity, Highlight Color, Shadow Color Grunge --- Rust Spread, Dirt, Paint Aging Diffuse Map --- Albedo (yes/no), Hue, Saturation, Brightness, Contrast Normal Map --- Detail Quality, Detail Intensity, Invert Green Channel (yes/no), Invert Red Channel (yes.no) Specular Map --- Brightness, Contrast Gloss Map --- Brightness, Contrast Height Map --- Brightness, Contrast Bump Map --- Brightness, Contrast Displacement Map --- Brightness, Contrast Ambient Occlusion Map --- Darkness, Contrast
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