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Substance Integrates YEBIS Post Processing

Discussion in 'General Discussion' started by Deleted User, May 16, 2014.

  1. Deleted User

    Deleted User

    Guest

    Today Allegorithmic will begin integrating Silicon Studio's YEBIS 2 into Substance Designer 4.3 and Substance Painter beta.

    After this integration, what game developers see in their viewport is what will be available in the final rendering. Removing the need to ever leave the program establishes a workflow that for the first time begins and ends in Substance. Whether that means creating beauty shots or making sure the asset currently being textured behaves after applying cinematic post processing effects like SSAO, antialiasing, glare or depth of field, artists now have a level of convenience (and power) that’s never been seen before in the world of game design.

    “Digital artists ultimately want to feel unconfined by unnecessary layers. They want to make a change and see what it’s actually going to look like right away,” said Dr. Sébastien Deguy, Founder and CEO at Allegorithmic. "Combining YEBIS 2’s stellar post processing technology with the PBR viewports in both our Substance texture creation products will help us remove most of these layers, and will continue to make the Substance suite the only one-stop shop for textures.”

    "Today the latest and most advanced version of our middleware YEBIS 2 is used by the most innovative game developers in Japan and abroad,” said Takehiko Terada, CEO at Silicon Studio. "It is a real pleasure to see it utilized by the most innovative company in its field and through products we love. We can not wait to see what the 3D artists' community will produce now that YEBIS has joined with Substance!”

    Availability
    This integration will be available for Windows and Mac, first in Substance Designer, then in Substance Painter. There will be no additional costs added to the price of Substance Designer or Substance Painter because of this integration. For more information, please visit Allegorithmic.com


     
  2. makeshiftwings

    makeshiftwings

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    How would this work in Unity? Is Unity getting the YEBIS post-process effects, or does this just mean you can use YEBIS effects in Substance Designer that look kind of similar to Unity's current version of the effects?
     
  3. yaapelsinko

    yaapelsinko

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    Russian community would really like it. :D
     
  4. Deleted User

    Deleted User

    Guest

    Hello,

    The Yebis post processing is only for working in Substance Designer. If you are using Substance Designer to create Substances for Unity, you now have a new viewport that will allow you to experiment with various post-processing effects as you work on your textures. These effects are not used in Unity.

    Cheers,

    Wes
     
  5. blackbird

    blackbird

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    Aug 9, 2011
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    588
    i m really interesting in substance but never find a tutorial for beginners which explain everything
     
  6. Deleted User

    Deleted User

    Guest

    Last edited by a moderator: May 21, 2014
  7. Woodlauncher

    Woodlauncher

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    There are no links in your post FYI.
     
  8. Deleted User

    Deleted User

    Guest

  9. eskimojoe

    eskimojoe

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    @Wesm,



    For those shaders, are you going to give equivalent shaders in Unity so they look 1:1 after you export them from Substance designer?

    Or am I barking up the wrong tree?
     
  10. Deleted User

    Deleted User

    Guest

    YEBIS is post processing. We are not creating tools for using YEBIS in Unity. The goal of YEBIS is to increase viewport rendering in Substance Designer for presentation. We are also adding turntable and snap shot capabilities.

    Cheers,

    Wes
     
  11. the_motionblur

    the_motionblur

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    It looks ultra-sexy and it crashes SD every time I try to load a model into the viewport. *sigh*

    I'll check again tomorrow and file a bug report, if necessary :(
    Are DirectX9 cards even still supported?
     
  12. Deleted User

    Deleted User

    Guest

    Ah, I'm sorry to hear that you are having trouble. Please post your GPU specs. Also, are you using the CPU or the GPU substance engine? I will check on the DX9 support. I think it's DX10 minimum.

    Cheers,

    Wes
     
  13. the_motionblur

    the_motionblur

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    That's actually a good question. I'll be able to check it on my workstation tomorrow and get back to you. :)
    Also I just looked it up - I have an ATI Radeon 5700 so it's probably not a DirectX problem...

    It would be really awesome to have YEBIS in Substance Painter, though. :)

    (edit) I was curious now and booted my main PC. I'm using the Direct3D 10 Engine. I'm using an ATI Radeon HD 5700 Series card.

    (edit2) All right. It was my fault - I needed to update the drivers.:)
    Seems to work now.
     
    Last edited: May 23, 2014
  14. Deleted User

    Deleted User

    Guest

    Great that it's working :)

    YEBIS is coming to Substance Painter as well :)

    Cheers,

    Wes
     
  15. the_motionblur

    the_motionblur

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    That's awesome!

    Now if for the future you could somehow make Painter behave close to Unity's upcoming Physical shader so that the representation in Painter is as close to the final thing as possible. That would be ultra cool.
     
  16. Deleted User

    Deleted User

    Guest

    That will work just fine once Unity gets the PBR shaders in Unity 5. One of the goals of PBR is to create a consistent workflow and the shaders are written to use scientifically measured values. This makes it easier for the artist to create maps as they follow a consistent workflow. The biggest differences are the actual BRDF that is used. If the BRDF solution is different, then you can get differences in renderer, but for the most part, the map creation is the same. From what I've heard, Unity's system will utilize the same GGX BRDF that Substance Painter and UE4 uses, so we should be really good to go.

    I don't have any insider information on that though : ) That is just what I've heard, but it makes sense as GGX BRDF is really good and using a metallic/roughness map workflow will probably emerge as the standard. Currently, there is not a standard in PBR, but it looks that it's moving that way. You do get finer control over reflection using spec/glossiness method, but this method requires 2 RGB maps where as rough/metal uses 2 grayscale. So performance can be better with metal/roughness. Also, the metal/roughness is a bit less error prone and easier to author.

    Cheers,

    Wes