Following the introduction of atlases on Substance 3D Assets last week (with a massive release), the team dug deeper to deliver 50 more materials. We call them “biomes”, and they’re a custom assembly of scans, atlases and filters.
The point, with atlases and scans, was to enable you to mix, blend and overlay resources to create ever more detailed textures. Only… We couldn’t resist making these mixes ourselves!
Our goal: design content for those of you who want ready-to-play scanned materials – but parametric.
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50 materials = 150 preset biomes ready to use – and their countless variations!
The biomes are .sbsar files with unique parameters that let you customize the color, roughness, distribution, and the amount of elements scattered on the surface.
These biomes are special. You can control many different elements of the material, including – if you feel like playing God – the climate, thanks to procedural filters. Here’s a quick overview of what’s possible when you open the material in Substance Alchemist:
Want to have greater control over your creation? Maybe you’d like to build a material with your personal scans? Substance Alchemist is the ideal playground.
Just pick from amongst the 650+ atlases available on Substance 3D Assets and start combining scan-based and procedural materials. And don’t forget to share the result with us: #madewithsubstance
The visuals for this release have been inspired by the work of Japanese artist Kôichi Kurita.
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Introducing Parametric Biomes
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Dec. 20 2019
Title
Introducing Parametric Biomes
Description
Discover how we used procedural texture scanning to generate biome textures for environmental 3D design. All with the use of Adobe Substance 3D.