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Substance 3D add-on for Blender

4

Arghanion writes:

Hello everyone and welcome to another episode of Arghanion's Puzzlebox. I wanted to quickly showcase the new Blender Addon released by Adobe. This Addon can be activated in your Addon Menu in Blender once you download the files from their website.

4 Comments

  1. quite a strange addon to be honest. it's based on textures rather than pure SBS nodes. whats is the point of that ? blender nodes are probably better for this, hundreds of materials take the same amount of HDD space as one normal map from the material that is presented in this vid. sorry don't get it... looks like they try to force using substances instead of internal cycles nodes. the last version of painter and designer that I bought was from 2019 and after then some cleaver guy show whats cycles nodes can do, since then in each Nodevember only strengthen me in this one conclusion - it was simply a waste of time - to invest knowledge and time in this software :( I try to not convince anyone - it's just my opinion...

    • It works the same way as in Maya, so I don't really see the problem here. You have a procedural node that creates a look. When you're happy, you define a set of textures for final render.
      A full procedural network isn't always faster to render.

      Both Substance and Painter have a purpose inside the whole vfx pipeline, but it seems not for yours. ;)

  2. Arghanionspuzzlebox on

    Thanks for sharing your insight. That is a very fair point you made, the amount of space taken is definitely higher since they cram up the procedural nature of the material into this. I guess the idea behind it all, is that you can quickly adjust the textures on models that you wouldn't want to necessarily hand paint as such.

    Blender Nodes are incredibly powerful and can do things that will never be possible in Substance Painter, but that is also mainly because they software for two different things. Substance Painter feeds into other Software. Blender feeds onto itself, thus it has a more jack of all trades approach.

    For example, I just can't get my head around the fact that Unreal Engine does not have a Color Ramp Node like Blender does.

  3. Excellent argument; the amount of space required is unquestionably greater because the procedural nature of the stuff gets crammed into this. The idea behind it all, I suppose, is that you can fast modify the textures on models that you don't necessarily want to hand paint.

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