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Scott Dewoody

DV15677: Procedural PBR Material Creation Using Substance Designer for Visualization

(Duration 01:03:46)

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Key Learning

Key Learning

  • Learn how to get started in Substance Designer
  • Learn how to create some basic materials
  • Learn how to export the materials created
  • Learn how to apply the materials across various rendering engines

Description

Description

Learn to procedurally create any kind of physically based rendering (PBR) material with Substance Designer. This will enable you to create physically based materials that not only look believable, but also materials that tile perfectly when rendered. In this class you'll learn how to create some basic materials, and how to translate them into the major rendering applications including: mental ray rendering machine, NVIDIA’s Iray rendering engine, Chaos Group's V-Ray rendering engine, and A360 cloud-based collaboration service. We will also touch on creating material definition language (MDL) materials by using Iray directly inside Substance Designer. With Substance Designer at the center of your material pipeline, you’ll be able to create materials that will look relatively the same across any rendering engine you end up using for visualization. They will even translate into the major gaming engines, such as Stingray game engine, Unreal, and Unity. The industry use case for Substance Designer is unlimited. Anyone doing product design, automotive, architecture, film, and gaming can benefit from adding Substance Designer to his or her pipeline. This session features 3ds Max and A360. AIA Approved

Target Audience

Target Audience

Visualization Artists

Architects

Designers

Speakers

Speakers

Scott Dewoody

Scott DeWoody has always had an affinity for art and technology. After seeing the animation being done through computers, he knew he could combine the two. In 2007, he graduated from The Art Institute of Houston with a bachelor’s degree in media arts and animation. There, he focused on lighting and rendering techniques using 3ds Max software, V-Ray for 3ds Max, and Adobe Photoshop software. A day does not go by when he is not using one of these applications. Image quality and workflow are the top priorities in his work. He is constantly studying color theory, composition, and new ways to produce the most effective possible results. He has worked at M. Arthur Gensler Jr. & Associates (Gensler), for the past 8 years as a visualization artist and manager. He has worked for numerous clients, including NVIDIA Corporation, ExxonMobil, and so many more. Currently, he is exploring the new possibilities of architecture in the interactive space with gaming platforms, augmented reality, and virtual reality.

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Tags

Published

  • 2016
  • DV15677
  • AU Las Vegas

Software

  • 3ds Max
  • 3ds Max
  • A360

Industries

  • General Media & Entertainment
  • Architecture Services

Topics

  • Design Visualization
  • Animation and Entertainment