Substance 3D Material

 

Table Of Contents

 

Overview

Free Adobe Substance 3D SBSAR files from substance3d.adobe.com

The Substance 3D Material node can be used to quickly load Adobe Substance Designer SBSAR files directly into a Redshift shading graph, allowing you to easily render out high quality Substance textures and tweak their parameters. It is a single node that can be thought of as a bundle of procedurally generated images that can be routed anywhere in a Redshift shader.

 

 

Examples

Creating an automatic Substance 3D Material

A Substance 3D Material can be loaded and automatically set up using two methods. With each method a Redshift Standard material is created and connected to a Substance node loaded with a SBSAR file. The Substance node outputs are automatically connected to the Standard material along with any necessary bump map and displacement nodes.

The first method is accomplished through the Create > Utilities > Substance menu of the Material Manager as seen in the video below. Just pick your SBSAR file and you're ready to go.

Please note, the Normal Map format from an SBSAR is assumed to be DirectX, this is technically the incorrect format as Redshift expects OpenGL, however during automatic Substance 3D Material creation the "Flip Normal Y" parameter of the Bump map node is enabled which results in correct normal map rendering without any additional tweaks.

 

Alternatively, you can drag and drop multiple SBSAR files from the file explorer directly into the material manager.

 

Manually adding a Substance 3D Material node

Create a new Standard Material and start by adding a Substance 3D Material node to the shading graph.

 

Load a SBSAR file.

 

Then link the Substance node's outputs to the relevant inputs on the Standard material.

When setting up a Substance 3D Material node manually you have to create any additional nodes like bump map or displacement nodes yourself.

 

Please note, during manual Substance 3D Material creation the Normal Map Format should be set to OpenGL if presented as an option.

 

Parameters

 

Tweaking Substance parameters requires the textures to be recreated and reprocessed which will result in a delayed scene refresh.

 

Inputs

Preset

If available, presets for different configurations of the loaded Substance file appear here.

 

File

Define the SBSAR file to be used here. Once loaded, all of the parameters become available in the Substance parameters section.

 

Width

Sets the horizontal resolution of the Substance texture.

 

Height

Sets the vertical resolution of the Substance texture.

 

Lock Ratio

When enabled, by default, the width and height are locked to the same resolution. When disabled, the width and height can be set independently.

 

Physical Size

Only compatible when using a Triplanar projection Mode and Triplanar's Physical Size parameter is enabled.

These settings are found in the "Redshift" tab of a Substance material and are only visible when an SBSAR is loaded.

Controls the size of 1 tile of the Substance texture in scene units. This allows you to specify physically correct texture sizes based on the actual scene scale. For example, using a Physical Size of 10 x 10 x 3 means that the tile repeats every 10 units both horizontally and vertically and it can only displace the geometry a maximum of 3 scene units.

 

Random Seed

Changes the seed used to determine the randomization of the texture.

 

Commands

Reload button

Refreshes the loaded SBSAR file. Use this to force a refresh after the external file has changed.

 

Export Button

Bakes and exports all the texture maps as TIF files to a location on your hard drive. For example, diffuse, emissive, roughness, height, and bump textures. These can be imported elsewhere to recreate the Substance material without needing the SBSAR file.

 

Substance Parameters

The vast majority of a Substance node's parameters are dynamically populated after an SBSAR file is loaded.

Empty Substance node Substance node with SBSAR loaded

 

Redshift

A SBSAR must be loaded to see the following settings.

 

Projection

Mode

Controls how the Substance material is projected onto an object from the following options.

Projection Mode: UV
TriPlanar Object-Space TriPlanar Reference-Space TriPlanar World-Space

 

UV Channel

Controls which UV map is used for Substance material projection, specify the name of the UV map to use in this field. If no UV map is specified, the map set by the material tag is used.

UV Channel: Cubic projection example

Spherical projection example

 

TriPlanar

Physical Size

Only compatible when using a TriPlanar projection Mode.

When enabled, the Physical Size parameters found under the "Substance 3D Material" tab control how the material is scaled using scene units. This allows you to use physically correct texture sizes based on the actual scene scale. For example, when Physical Size is enabled here and when using a Physical Size of 10 x 10 x 3 the tile repeats every 10 units both horizontally and vertically and it can only displace the geometry a maximum of 3 scene units.

When disabled the Physical Size parameter found under the "Substance 3D Material" tab is ignored.

Physical Size: Disabled
Enabled

 

Blend Amount

Only compatible when using a TriPlanar projection Mode.

Controls how much of the material can overlap and be blended together along the edges of geometry. A value of 1 results in a very soft blend while lower values result in a more abrupt transition.

Blend Amount: 0 - 1

 

Blend Curve

Only compatible when using a TriPlanar projection Mode.

Controls the transition type of the TriPlanar blend and can be used to harden or soften the blending effect between axes. Low values result in a soft transition while higher values result in a more abrupt transition.

Blend Curve: 1 - 25

 

Scale

Controls the size and tiling of the substance texture along the X, Y, and Z axes of the TriPlanar projection.

Changing the TriPlanar X, Y, and Z Scale

 

Offset

Moves the substance texture along the X, Y, and Z axes of the TriPlanar projection.

Changing the TriPlanar X, Y, and Z Offset

 

Rotation

Rotates the substance texture along the X, Y, and Z axes of the TriPlanar projection.

Changing the TriPlanar X, Y, and Z Rotation

 

UV Remap

Scale

Controls the size and tiling of the substance texture.

Changing the X and Y Scale

 

Offset

Moves the substance texture along the X and Y axes.

Changing the X and Y Offset

 

Rotation

Rotates the substance texture.

Rotation: 0 - 90

 

Displacement Scale

Controls the displacement strength by scaling the displacement output by the Substance material. A value of 1 (default) matches the displacement configured with the Substance parameters while a value of 0 results in no displacement. This can also be scaled above 1 for stronger displacement.

Displacement Scale: 0 - 2