Substance Designer是Substance贴图工具产品系列之一,它可以帮助美术师高效地创建并且重复应用贴图。Substance Designer是首款能够混合及应用位图, 矢量图和其他元素的专业贴图工具,使用它能够制作复杂的贴图。
用Substance Designer制作的贴图具有许多传统位图不具备的优势。后者相对静止且用线性方式制作,而用Substance Designer制作的贴图更具活力,在制作的每个阶段都可以被高度的自定义。
Substance Designer是一个强大的材质处理解决方案,它将智能纹理技术带入了3D 创建管线的中心。它致力于帮助美工将各种类型的图形资源(从位图到专属程序元素)转变为实时动态和高度灵活的纹理和过滤器。
Allegorithmic的Substance技术为3D图形而提供的、一个新的、采取传统ASSET(资源)的创造过程。Substance替代了原来创建的、固定的、不可改变的位图作为纹理使用的状态,它是动态的、实时的ASSET(资源),在安装时,加载时,甚至运行时都可以被修改。
这样的结果是产生了一个更加灵活、强大的ASSET(资源),特别适合于下一代的3D图形。它最关键的在于把传统的位图、矢量图、程序纹理技术结合了起来。Substance是一个混合型ASSET(资源),他结合了传统和程序的元素。
Substances是一场3D图形的革命。一个包含春季,夏季和冬季的Scene(场景)需要三套传统的纹理位图。而一个同样的Scene(场景)只需要设计一组合适的Substs。
Substance是一个xml文件, 描述了纹理的合成信息。Substance最终被渲染成位图的形式放入建模软件或者3D游戏引擎中,使它拥有更强大的实时渲染结果控制的能力。(例如:生成的材质球放入其他软件后,在其他软件中还是提供Substance自带的实时渲染控制项,用户可以通过这些控制项来改变材质球效果,这是其他同类软件所有没有的
Substances作为一种描述文件被存储在一个文本文档里,而是不作为一个固定的位图设定来存储。这种方法的优点是:
存储文件的大小往往要比传统的纹理小得多;
Substance能在多种分辨率下被有效使用;
Substance的描述文件可以包含变量。
Substance在必要时候可以被渲染:安装时,加载时甚至是实时渲染。
Substance文件通常被打包成Parkage(封包、软件包)。一个单一Parckage(封包、软件包)可以包含成千上万的Substances,但是它本身却是一个很小的文件。它可以在只有2千自己的空间里存储2万种纹理材质。而一个单一的传统纹理贴图,通常的存储空间远远超过这个数字,所以仅仅是这个优势,我们也有理由使用Substance。
存储Substances描述文件和矢量图像是一样的。这意味着它们可以更容易在高分辨率下被渲染,而且不会出现明显的质量损失。(在实践中,大部分的Substances在最大分辨率下运行时,都会比我们预想添加的效果好更多)
每一个Substance里的自定义变量称之为参数,Substance就可以在渲染时修改这个参数了。例如:一个"木板"Substance,可能会只使用一个变量,但是这个变量可以产生各种各样的木纹图案——但是所有的一切只是一个单一Substance。所以,一个Substance可以取代许多传统的纹理材质。
Substance Designer: The Texturing Toolbox is the only software solution dedicated to texturing, allowing to boost productivity and create high quality maps for next generation 3D pipelines.
Allegorithmic’s Substance technology offers a new take on the traditional asset creation process for 3D graphics. Instead of creating fixed, immutable bitmaps for use as textures, a Substance is a live, dynamic asset which can be modified even on-demand, be it at install-time, load-time or even at run-time.
The result is a far more flexible, much more powerful type of asset specially suited for the next gen-eration of 3D graphics.
The key is the combination of traditional bitmaps, vector images, and procedural texture tech-nologies. Substances are a hybrid asset combining both traditional and procedural elements.
Substances are a revolution in 3D graphics. A scene with individual spring, summer and winter tex-tures would need three sets of traditional bitmaps. The same scene would need only one set of suit-ably designed Substances.
Substances are XML files containing descriptions of how the texture is synthesized. The final render into bitmap form is moved into the modeling package or 3D game engine, giving unprecedented con-trol over the final results in real-time.
Substances are stored as descriptions, in a text file, rather than as a fixed set of bitmaps.
Substance Designer 3.1.1 release note:
(Changelog 3.1 to 3.1.1)
Fixes
- Fix designer crash when we tried to render 2k + bitmaps using the sse2 engine
- Fix paint in bitmap node. Now the 2DView is properly updated
- Fix broken extrude tools in svg editor
About Allegorithmic
Allegorithmic develops unique and highly innovative technologies used in the creation of rich 3D content. In particular, Allegorithmic specializes in the production of a comprehensive solution dedicated to texturing for the next wave of rich 3D content – Allegorithmic’s "Substance", the smart texturing solution.
Substance seamlessly integrates with industry leading DCC tools from Autodesk, Dassault Systems and Unity. These integrations have helped positioning the technology as the “de facto” standard in smart texturing solutions.
Founded in 2003 and based in Clermont-Ferrand, France, the Company is led by a seasoned management team with extensive backgrounds in computer science, image synthesis and game development.
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发布日期: 2012-11-20