Substance > 
Substance Interface
 
 
 
Bottom of the Page

Slate Material Editor Add or select a Substance map.

The Substance interface consists of several rollouts that appear in the Material Editor by double-clicking the map node. In addition, most Substance maps include several outputs for connecting to different material map inputs.

Substance and Displacement

Substance maps are unique in that they provide three different displacement outputs: Bump provides high-frequency, detailed displacement; Displacement provides low-frequency output with broader displacement; and Height combines the two into a single output. For example, with a sand-dunes map, Displacement would be the dunes whereas Bump would be the grains of sand.

This feature lets you use the outputs to minimize memory usage and rendering time, when appropriate. You could use the Displacement output to displace the mesh, while using the Bump (or Normal) output as a bump map. Or, if memory allowances are liberal, you could simply use the Height output as a displacement map.

When using the Bump and Displacement outputs separately, specify the balance between the two with the Relief Balance setting available on the Substance map’s Parameters rollout. The available Relief Balance value range is 0.0 to 32.0, with the latter being the default. Higher Relief Balance values favor the Bump output, while lower values place greater emphasis on the Displacement output.

In the following illustration, a Plane primitive was displaced with different outputs from the Desert_Sand_01 substance with two different Relief Balance settings. The first row shows the Bump, Displacement, and Height outputs, respectively, with Relief Balance set to 18.0, a relatively high value. The second row shows the displacement from the Bump, Displacement, and Height outputs, respectively, at Relief Balance=2.0, near the low end of the value range.

1. Bump output, Relief Balance=18.0

2. Displacement output, Relief Balance=18.0

3. Height output, Relief Balance=18.0

4. Bump output, Relief Balance=2.0

5. Displacement output, Relief Balance=2.0

6. Height output, Relief Balance=2.0

Note that the two Height displacements (3 and 6) are identical; Relief Balance has no effect on the Height output.

Interface

The best way to use the Substance map is with the Slate Material Editor. Here you can connect the various map outputs to material map inputs, and double-click the map node to access its parameters. For specific procedures, see Substance.

Substance Map Outputs

Substance map node showing multiple outputs

Unlike most other maps in 3ds Max, Substance maps often have multiple outputs. This means that you can connect a single Substance to different inputs in a material, with different results based on the map output you connect.

If you apply a new Substance to a material by dragging it directly from the Material/Map Browser to an input connector on the material (using the Slate Material Editor) and then specify a Substance file with the button on the Package Browser rollout, 3ds Max defaults to the Diffuse output of the map. You can change this directly by dragging between a different output connector on the map node and the Map Output Selector node, or indirectly by changing the Channel Name setting of the Map Output Selector.

The available Substance map outputs are as follows (not all Substances have all of these):

Diffuse

The overall coloring provided by the map. Usually connected to the material’s Diffuse map.

Specular

A realistic specular component based on light and viewer angles and the map content, regardless of the actual object surface. Usually connected to the material’s Specular Level map.

The following illustration depicts the Coal substance applied to a Plane primitive as a Diffuse map using the Standard material, as seen in the Perspective viewport:

  • The first image shows the map with default scene lighting. The visible specular highlights come directly from the Diffuse map and do not vary.
  • In the second image, a single Omni light is positioned overhead, and the specular highlighting is specified by the material; it shows the standard result of using a point light source over a planar surface, disregarding the Diffuse-map image content.
  • The third image uses the same lighting and material Glossiness value (48), but the specular highlighting comes from the Substance map’s Specular output applied to the material’s Specular Level map. Here the specular highlighting is realistic, as if the coal is a 3D object, not a 2D image. Moving the light source or the viewing angle causes the the highlighting to shift to other coals.

Left: Specular from Diffuse map

Center: Specular from material

Right: Specular from Substance map

Normal

A normal bump map, which uses full-spectrum coloring to simulate high-frequency surface displacement in a highly accurate way. Usually connected to the material’s Bump map through a Normal Bump map.

Bump

A standard bump map, which uses a grayscale image to simulate high-frequency surface displacement. Usually connected directly to the material’s Bump map or Displacement map.

For more information, see Substance and Displacement.

Displacement

A standard displacement map, which uses a grayscale image to simulate low-frequency surface displacement. Usually connected directly to the material’s Displacement map.

For more information, see Substance and Displacement.

Height

Combines the Bump and Displacement data into a single output. Usually connected directly to the material’s Displacement map.

For more information, see Substance and Displacement.

Opacity

When active, makes “background” areas in the map transparent. Typically applied to the material’s Opacity map. Available only with applicable Substances, including Fencing and Autumn Leaves.

Applying the Opacity output to the material’s Opacity map lets you, for example, replace the background with custom content (from an underlying object with a different texture map).

Left: Autumn Leaves with default background; Diffuse output only

Right: Autumn Leaves with Opacity output applied to material Opacity map input, showing underlying Substance map (Lawn)

Emissive

The “glowing” component of a material, typically applied to the material’s Self-Illumination map. Available only with Substances that contain glowing elements, such as Volcano Rock and Coal.

For an example, see Specular, preceding.

Glossiness

The breadth of the specular highlights as defined by the Substance map. Typically applied to the material’s Glossiness map. Available only with applicable Substances including Volcano Rock and Marble_02.

Package Browser rollout

A Substance file is sometimes called a “package” because it can contain multiple texture definitions. Use these settings to open and reload Substance files, and, when a file contains more than one definition, to choose the definition to use.

Click to Browse

Opens the Browse For Substances file browser dialog. Use the dialog to open a Substance file.

For a list of all Substance maps with sample images, see Substance Samples.

After you open a file, its file name and the name of the active Substance appear on this button. Also, if you position the mouse cursor over the button, a tooltip opens showing the file path.

NoteOpening a new Substance file resets the Parameters panel for the Substance map, but it does not change the other rollout settings. For example, if you change the texture size or tiling amounts, these changes are retained upon loading another Substance.
NoteIf a particular Substance output is wired to a material output, and then you open a different Substance file in the same map that does not have that output, the previous connection is broken. However, the Map Output Selector map from that connection remains connected to the material input.

The exception to this is if you load a single-output Substance, such as Space or one of the Noise maps, into a map that has multiple outputs connected to a material. In such a case, the single output is connected to all of the material inputs that were connected previously.

Reload

Loads the Substance again from its definition file.

NoteReloading a Substance does not change the parameter values. To reset a Substance to its default values, reopen the file with the Click To Browse button.
Graph

Use this drop-down list to choose the Substance definition to use from a package that contains multiple definitions.

NoteNone of the packages included in this version of Substance contain multiple graphs.

Description rollout

This read-only rollout displays the current version of the Substance software and the description of the current package, if supplied by the author.

Texture Size rollout

Use this rollout to adjust the output resolution, in pixels, of all Substance textures in the scene as well as the resolution of the current individual Substance. Higher Texture Size settings produce better-looking textures, but take longer to render.

Global texture width/height

The basic output resolution of all Substance textures in the scene, subject to changes for individual textures depending on their Local Settings values (see following). Changing the global settings for any Substance also changes them for all other Substances in the scene.

If Lock Aspect Ratio (see following) is on, Global Texture Height is unavailable and changing the Global Texture Width setting also changes the Height value to maintain the current aspect ratio.

Lock aspect ratio

When on, only the Width settings on this rollout are available, and changing the Global Texture Width setting also changes the Height value to maintain the current aspect ratio.

Local settings group

These settings affect the output resolution of the current texture only.

Current texture resolution

This read-only field shows the actual output resolution, as calculated from the global and local Texture Size settings.

Relative/Absolute

When Relative is chosen, the Width and Height settings act as multipliers of the global dimensions.

When Absolute is chosen, the Width and Height settings determine the output resolution without regard to the global settings.

For either option, choose the Width and Height settings from the drop-down lists.

Coordinates rollout

This is the standard Coordinates rollout for 2D textures in 3ds Max; for details, see Coordinates Rollout (2D).

Noise rollout

This is the standard Noise rollout for 2D textures in 3ds Max; for details, see Noise Rollout (2D).

[texture] Parameters rollout

Each Substance texture has its own set of parameters, some of which are available for most of the textures. Such common parameters provide a brief explanation in a tool tip, as shown in the preceding illustration. The rest, such as Scratches, are self explanatory. For most parameters, the available value range is 0.0 – 1.0.

Of particular note on this rollout is the Relief Balance setting, available with all Substance maps that do displacement. Relief Balance lets you adjust the weighting between the Bump and Displacement outputs. For details, see Substance and Displacement.

Another important setting, also common to most Substances, is the RandomSeed parameter. Changing this alters the details of the texture completely while keeping the same overall look. This lets you apply the same texture to different parts of your scene while changing the RandomSeed value to establish natural variation of the materials.

Left: Old_Painted_Planks texture with RandomSeed=0

Right: Old_Painted_Planks texture with RandomSeed=1