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Subject: Substance support


VolcanicMink ( ) posted Thu, 26 January 2017 at 2:03 PM · edited Sat, 11 January 2025 at 7:39 AM

Can someone please explain what this refers to:

"to use the Substance .sbsar file you need Substance support in your 3D engine or graphics program."


Lobo3433 ( ) posted Thu, 26 January 2017 at 2:10 PM
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OK that is a Substance Designer file extension which as far as I know can only be opened or used within game engines like Unity and Unreal there is no current way to use it with in Blender I know there are ways to port Substance painter textures into Blender but not Substance Designer files as of yet

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LuxXeon ( ) posted Thu, 26 January 2017 at 4:33 PM · edited Thu, 26 January 2017 at 4:33 PM

Some 3d applications do support Allegorithmic .sbar files natively in their materials. For example, 3dsMax can open .sbsar library formats from software like Bitmap2Material or Substance Designer, etc. natively inside the material editor for use on models. I believe Modo also has support for this. However, I don't think Allegorithmic has supplied Blender with direct support yet, so the files would have to be converted to PBR maps and textures and used that way.

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Lobo3433 ( ) posted Thu, 26 January 2017 at 9:33 PM
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I didn't know about 3Ds Max I know Maya might support it with their Stingray game environment looking forward to them porting it for Blender since I now own both Substance Painter and Designer and I know their is an add-on available to make bringing in Substance painter textures into Blender a bit easier

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LuxXeon ( ) posted Fri, 27 January 2017 at 10:57 AM

Stingray is a standalone engine from Autodesk which can be ported to/from both 3dsMax or Maya. http://www.autodesk.com/products/stingray/overview However, you don't need Stingray to use Substance materials natively in 3dsMax (and probably Maya). The files don't depend on a real time engine, but rather any render engine which will support PBR maps. Substance in 3dsMax is a native material integration, meaning there are no additional plugins required. You can open .sbsar files inside the 3dsMax material editor natively, and edit them in real time. All PBR maps associated with the .sbsar file such as normal, bump, specular, AO, etc. are converted in real time for rendering in any of the render engines supported by the application (so long as that engine supports PBR rendering). Most render engines nowadays support PBR. https://www.allegorithmic.com/substance-3ds-max

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Lobo3433 ( ) posted Fri, 27 January 2017 at 8:17 PM
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Thanks for the information LuxXeon I have been looking at Maya LT which includes Stingray in their subscription pricing I am still sort of bouncing the idea around of giving Maya a possible try not fully sure as of yet but its LT version does make it more feasible regretfully max is still way out of a price range for just a hobbyist learning keeps my mind busy and from becoming to idle

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LuxXeon ( ) posted Sat, 28 January 2017 at 12:07 PM

MayaLT is a fabulous package, Lobo, and I'm sure you will enjoy learning it. Your experience in Blender will not be wasted either, as many of the techniques you've come to know in Blender will translate to MayaLT accordingly. If you look at the majority of my tutorial videos on Youtube, I've been able to successfully translate my 3dsMax workflow to Blender with only minor toolset and workflow differences in most cases. Actually, there are greater workflow differences between 3dsMax and Blender than there is between Maya and Blender, due to the way 3dsMax works with modifiers. So the transition to MayaLT could prove even easier.

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Lobo3433 ( ) posted Sat, 28 January 2017 at 1:19 PM
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I have watched several tutorials for Maya and LT except for a few minor differences it does look rather intriguing the only limitation is the exporting of only up 100,000 polygons per object in either OBJ or FBX but if imported into a game engine there is not poly count restriction it just seems that I have come across more environment building sort of tutorials for maya than Blender or the ones I have found for blender seem more cartoonish if that makes sense. I would like to focus on building scenes and environments over attempting to build characters and thought that between the two Maya and Blender I could find a comfortable workflow.

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