Substance in Architecture

Image Courtesy of Scott DeWoody/Gensler

Allegorithmic develops the reference tools for creating next-generation PBR (Physically Based Rendering) material content: Substance Painter, Substance Designer and Substance B2M. Substance Source, our physically based material library, is ever growing and counts hundreds of materials dedicated to architecture professionals.


As real-time architecture visualization is becoming the new immersive way to present projects, more and more architects and designers are adopting our software which integrates seamlessly with Unreal Engine and Unity. PBR materials are cross-platform by definition and further integrations include V-Ray, Corona, 3ds Max and Cinema 4D.


On its way to becoming the reference in the industry, studios including Foster + Partners, Arte Factory Lab and HNTB, have already adopted Substance in their daily workflow.

Made with Substance

User Stories

Physically Based Materials Workflow for Archviz


In this NVIDIA webinar, Andrew Rink, Marketing Strategy for AEC & Manufacturing at NVIDIA and Scott DeWoody, Firmwide Creative Media Manager at Gensler, give us a presentation on how to create MDL materials and how to use Substance Designer 6’s new scan processing features before rendering them in Iray.

Interior Design: The Fingerprint of Ibrahim Saad


Ibrahim Saad is an interior design expert who goes into the smallest details to breathe life into an apartment! Read the full article

Introducing Substance Source - Architecture Selection


The idea behind the Substance Architecture Selection is that architects and archviz pros shouldn’t have to choose between quality and efficiency. We’ve added 200 new assets to Substance Source, from fully procedural to scanned materials, including concrete, marble, glass, paint, leather, wood, metal, textiles and brick.Read the full article.

Follow Scott DeWoody's Masterclass on Substance in Architecture at Autodesk University


Scott DeWoody, Firmwide Creative Media Manager for Gensler, recently presented a masterclass on Procedural PBR Material Creation Using Substance Designer for Visualization at AU 2016. Read the full article.


“I first discovered Allegorithmic’s tools back when I was looking into a hobby for making a video game a few years ago. But as video game engines started to move more into the architecture industry, I decided to take a much closer look at how to implement them into my own personal pipeline.”

-Scott DeWoody, Firmwide Creative Media Manager for Gensler

“Before using the Allegorithmic tools, I created textures with Photoshop, spending endless hours painting and collecting good references…and testing, testing and testing. With Substance Painter and Substance Designer, I can create materials the way I imagine them and according to my needs.”

-Rafael Reis Saliba, CEO & Founder at UE4Arch

Some Studios Using Substance



And many more...