Allegorithmic Announces Substance Designer 4 Adding Physically Based Shaders and Rendering

Allegorithmic posts a look at some of the newest features in Substance Designer 4, the latest version of their . Substance Designer features a new physically based rendering and shader system, giving you true to form feedback as to what the materials and surfaces will look like rendered or in the game engine.

Overview of Substance Designer 4 new features and workflow

Wes McDermott shows off some of the new features for Substance Designer 4 as well as showcase the workflow for creating and using re-usable templates. Wes shows how to create the textures for a hotrod car asset and shows off the PBR (physically based renderer), Material Links, and Dynamic Inputs and Outputs.

Substance Designer 4 is being labeled “next Gen Texturing” focusing on features such as multi-layering workflow, and physical previews. Allegorithmic have also introduced a new material layering workflow that can let you layer materials and actually connects all the channels for your materials, all within a few compact nodes.

To learn more about the new features of Substance Designer 4, check the page at Allegorithmic here.