Take a look at Physically Based Rendering (PBR) materials, with a focus on how to use Substance to create procedural and/or scan-based materials. Dive into the full customer workflow from scanning to using 3D material for real-time and ray-traced imagery to create VR Experiences. See use cases from automotive, high-tech, and fashion design industries. Speakers: Pierre Maheut (Allegorithmic) https://unite.unity.com/2018/berlin/autotech
hello hello everyone thank you for
attending today’s session about
algorithmic and substance I’m Gemma I’m
working for algorithmic as a market
strategy director of architecture and
design long story short I am taking care
of what was called back in the day at
algorithmic new markets as you might
know we are coming from the game
industry and we are showing a lot of DNA
with with unity about that we started in
the game industry and now we open the
door to new industries and we are really
happy to to participate to this first
auto-submit especially as I’m graduated
from transportation design I’m really
happy to to be there today maybe a shot
a very simple quiz today how many of you
knows or using substance today don’t be
shy
all right so for all the people who
write the end they can just leave the
room now you will see and I will present
both introduction to substance but also
I have some new exclusive content to
show you some I hope everybody will will
enjoy that and so for the people who are
not familiar with substance we are the
industry standard for material creation
and texturing and when we say we are
industry standard it means in the game
industry VFX
industry architecture and design so I
have a short introduction about couple
of games that has been textures using
substance last year
[Music]
so what you see here is an extract of
capital of Tripoli studio production
that has been made and actually
substance you can see that it’s very
wide diversity of games we have now more
than 95% of the triple a studio game
studio that are using ship stands for
doing their production at the last is
referenced and there was almost all the
game using substance anthems stone rider
2 and and photo is on for instance what
is a little bit new for the people who
are knowing us is sauce kind of visuals
so here in architecture you will see
capital of others in industrial design
and in VFX and what is interesting here
is that the substance technology is
allowing you to do very realistic metals
and also really stylized metals it’s
just a matter of the imagination of the
3d artists that are using it so you can
see in so that works that the diversity
is really wide and also you can notice
that for all of them the metals and the
textures are key in the visual quality
that is provided a couple of other
example here in in GFX you will see that
in VFX we are doing through the regular
offline pipeline as we are compatible
with all the regular ray tracing tools
but we also are specially optimized for
real-time experiences here for instance
with the atom demo that you might all
know here so that the power of metals is
the capability to to be used in both
pipeline offline and real-time and you
see more and more movies so it’s an
example we also have been used on that
runner and you may expect to see more
and more movies that has been textured
in substance same thing for also
advertisement you
you may have seen last year so that was
a quick intro about how substance is
used widely here it’s more focusing on
on our references in industrial design a
couple of references you can see many
OMS are already using substance in our
pipelines same thing for CGI and
visualization companies and also to ANSI
players we also have transportation
design marginally with aviation luxury
and tech companies simulation high-tech
and retail footwear and apparel so it’s
pretty wide there is one thing that is
in common in for every of them is that
they need virtual metals because what we
do at ragged meets what allowed you to
go from the left side of the screen when
you have the mesh itself the model that
has no materials and no texture to the
model on the right when you have all the
texture and materials being applied and
the way we are describing those metals
and the way we are describing how they
are real react to light is what we are
doing with substance
another key point about what the
substance is is that we deliver metals
that are tweakable the former pipeline
is to have a dead set of texture and as
soon as you need to modify it change the
roughness change the color change the
aspect of it you need to rework and to
do it in Photoshop for instance with
within our tool you able to have sliders
and tweak tweak ability that allowed you
to modify it here on your mobile for
instance another example on a camouflage
for instance on a on a show car that’s
how quickly you can iterate and and find
what you are looking for directly within
the tool set so how we are making such
kind of materials we have both software
and content about software we have
three main two main pieces of software
gypsum zener that is focusing on metal
creation chips on spanger that is
focusing on 3d painting how you apply
and you paint those metals onto the
objects and bitmap to metal that is a
small tool that allowed you to convert
any kind of image into a PBR metals so a
quick tool to generate TDR matters and
then also contents so we have a
dedicated team of 3d artists that are
producing a PBR material library that is
called ships on source and they are
using from the energy to do so so just a
quick focus about each of sources of
software ships insaner is not based you
are able to generate tibula outputs out
of it here for instance is an input scan
metals and then I’m able to generate
normal out of it and I can feed my PBR
metals with the input of the scan ships
inspector you are loading your mesh and
here you are painting the metals onto
the object so you have by default
library of metals and then you can
enrich it with chips on zener creating
your own metals and also substances by
reaching the already existing library
b2m is very simple but quick tool to
generate PBR channels out of an image so
it’s a it’s very quick tool to generate
custom metals finally ships on source is
web-based we started about a year ago
with 600 metals pure metals there and
now we have more than 1300 people our
materials keep in mind that for each of
them it’s a tweetable metal so each of
them you can download it and then tweet
the parameters in order to match with
what you are looking for so today we
will focus on the two main aspect of
substance a nerf or metal creation and
on substances so what about material
creation so when you are designing a car
you are spending a lot of time in the
modding and and creating the message
but you also have a team of : trim
designer cmf designer for kilometre and
finish designer that are working on
developing and finding the right metals
for each detail of your modeling and
when you are doing so you can really
leverage the quality of your modeling
and offshore mesh with the right metals
so here focusing on one metals you can
also walk on the yamen itself when you
are combining metals together and for
each of them what you are looking for is
also the most realistic look you can get
for each of them so how to do it is in
ships on zener through three kind of
pipeline the first one is a full
procedural one for instance on the
speaker grid I was showing before we
were able to start from procedural noise
to combine them with also a pattern in
order to generate the final map you can
also base yourself on a scan of metals
and finally what we call the ibrid
meaning mixing both the realism of the
scan but also the flexibility of the
procedural information so how you are
doing it you have your physical samples
and then you light it with different
angle conditions and then you processes
within designer in order to generate
your virtual version of it and here is
the kind of result that you can achieve
doing so so since now almost two years
we have enriched a lot ships on center
with many capabilities of up scan and
also seems to optimize your scan so here
for instance were using a color match in
order to replace a color by another that
allows you to scan only one sample
instead of scanning the different
variation of it and do all those
variations virtually so to sum up what
can be done on the top of a full
procedural speaker grid so you can see
that the entry point is really
procedural noises and then you are able
to generate pedometers scan base when
you start it from inputs with the
different angles and what we call ibrid
so here for instance on this material
you have the leather that has been
can and then all the bump map and
displacement and the stitches are a part
of the procedural information you can
see here now about ships on saw so you
have seen how to use ships on zener and
that’s what our team is doing to produce
the content that we’ll be showing on
certain source so how look like ships on
sauce today it’s a web based platform so
you just type sauce dot algorithmic calm
and you will arrive to this website when
you have on the Left two different
categories and you are able to browse it
check it out
and then download it as a SB SAR file
meaning the one that is ready to be used
for instance in unity and also the SPS
file when you have all the information
to rework it within substance designer
so how we made substances grow with the
time starting from 600 to no more than
1300 it through different drops so we
made drops with some themes so here for
instance with the one with Daniel Tiger
that is a game artist so this one is
more game oriented we also made a drop
that is more architectural oriented
textiles and for instance grounds so for
the ground one what we use is the
technique with photogrammetry techniques
and we were capturing some some grounds
around and then put them in ships insane
but probably the most interesting drop
for you guys would be the automotive one
so that’s what I’m about to present so
we’ve been walking about for about three
months from this drop the idea was to
produce all the materials that you are
using on a really regular basis in order
to help you out and to make you save a
lot of time by being ready to go metals
so the result was a little bit more than
expected when we started the project we
were about we had in mind about 300
metal
what who will be delivering and what we
started to deliver is more than 500
metals that’s why we split it into
different drops each of those metals
aren’t we cables each metal does have
presets so you can already switch
between different tweaks and we can go
up to a texture resolution so what you
would do is just to type automotive as a
keyword and then you will get the the
automotive drop metals so here just a
snap snapshot of some of them 500 on one
slide is just making super small so but
here it’s giving you a first idea about
how wide is a range so you have grids
Stillson and breaks metal fibers
textiles all the LEDs and and projectors
camouflage 3d printing metals of course
kal paints carbon fibers cut efforts
leather ring tires wood everything you
can find in the exterior and entire off
of Africa here is the example of the
carbon fiber we have one substance file
here and we just changing the tweaks in
order to generate all those variations
so substance can be also a tool to
explore new metals for for the color and
trim team other example about the
presets so here from stand on these
specific metals you have by default the
preset on the left and then the two
additional presets on the right same
thing for metal panels and and metal
sheets that’s how it is look like it’s
an example on LED so if you want to
change the amount of them if you want to
change number of row all that can be
done directly by tweaking the substance
and when here we are using the substance
player to tweak it but you could also
tweak the same way directly within unity
as I will be showing after about the
quality we wanted to reach a level of
quality that wasn’t reached before so
here’s couple of example are on
campaigns and we also did focus on some
specific materials especially on ibrid
so for instance on leather and stitches
so everything we show here of course is
CGI renderings and we wanted to get the
tensions of the of the stitches and also
to see that it’s coming back and forth
that the kind that of topic that we we
try to tackle so what about substance in
unity so I have two small demos about
how to use ships and sphere together
with unity the first one is about ships
on sauce so you are in unity and you are
looking for another metal for the center
of the steering wheel you could for
instance use this and that plastics you
just decide that you want to import it
to your scene you download it get the
metals and then apply it within unity as
soon as you have played in your unity
scene you will be able to access to the
different parameters that can be tweaked
so we are coming back from a native
integration to plugin integration right
now we are still in the beta of the of
the plugin and the idea of this
integration going through plug-in is to
be more reactive and being able to
release on a more regular basis that how
we work together with unity on is to
make that happen
the other thing is that we wanted to
have to leave some limitation that we
had in the past for instance 2k
limitations so now we are able to go to
4k and we want to go even upper in the
future so that’s why we we did go
through the the plugin another example
to go along with the substance painter
so tooltips and painter is
loading the assets and then start to
paint on it into a plain metal so here
what we have the live link between the
two so you have your scene in um in
unity you just want to send it to
substance painter you are able to have
both software working together and fee
if you want for instance to add an
emboss of the airbag logo what you will
do is to get the graphic from the
graphic team for instance use it as a
stencil for the normal and the eighth
especially on the 8th here you will
position it onto your llamada and then
start to paint the emboss itself onto
your object and as we have the live link
always checking out when it’s updated it
will update it in unity so you will see
that as soon as we start to paint the
unity visualization will update we have
a low quality version and then it update
the high quality version of it so that’s
how you would texture the entire adding
details adding all the the thing that
are put into life your final model
it’s it’s a little bit teasing here but
here we just have released we’re in the
middle of releasing the ships on sauce
automotive drop we will keep on doing a
drop every week until the beginning of
July so you will see that it will grow
and you will see X star so we already
have released clay everything for the
development of the car we just released
X tire metals we will do another
exterior release trap and then we will
do two additional into our release with
the leather and the stitches for
instance I’ve been showing before but if
you need to remember one thing about
this presentation and one thing that is
key that the mesh is very important the
lighting of your scene is very important
but the virtual metals also so that was
it for for my presentation be aware of
the session tomorrow that my colleague
van songo will be presenting it will be
more game oriented as it won’t be part
of your auto-submit but I can’t I
encourage you to to go there and to
check it out all the things that has
been presented there will be a deeper
deep dive in the in the unity plug-in
for instance and also if you want to
come over we have a demo pod right
behind pixies and the demo we did
together with light and shadows thank
you very much
you