A Look Back at 2016

Last post of the year! Here are the moments that defined Allegorithmic in 2016, plus a few more of your favorite blogposts.

GDC 2016

With some of the best talent in the industry joining us for the Theater Sessions, GDC 2016 was an amazing week. We were humbled and honored by the Substance love on display.

Souvenirs from GDC

GDC Theater Sessions

Texturing Uncharted 4: GDC Video Sessions 1

Texturing Uncharted 4: GDC Video Sessions 2

Substance Painter 2 Release

A year and a half after the initial release of our first software for 3D painting, Substance Painter 2 was released with features like integrated Iray, non-destructive clone and smudge tools, and new Shelf content. The updates kept coming throughout the year and included much-requested features like Linux support, dynamic material layering, Photoshop export and a new shelf.

Substance Painter 2 Features Overview

(Related: See the Feature Releases of the Year.)

Substance Designer 5 Updates

The inclusion of MDL creating capabilities made Substance Designer the first material creation tool capable of authoring materials in the standard MDL authoring language developed by NVIDIA.

New filters and tools for photogrammetry rounded out the Substance Designer updates this year, bringing extra support for photogrammetry workflows.

Substance Days

We hosted our first-ever 100% Substance event in Hollywood this summer featuring Masterclasses, free conference sessions and CEO Sébastien Deguy’s keynote.

See the conference sessions and keynote and take a look behind the scenes.

Free Substance for Students and Teachers

As promised during Substance Days, we made licenses for all standalone Substance software (Substance B2M, Substance Designer and Substance Painter) completely free for students and teachers.

Learn more about free licensing.

Release of Substance Source

Substance Source, a physically based material library, came out in November..

Substance Source is an ever-growing library featuring the best procedural, hand-painted, scanned and hybrid materials we can find.

The Substance Source for Architecture Selection followed a month later including materials specifically designed for architecture and visualization projects.

It was a great year and we couldn’t have done it without you!


If you missed them the first time around, here are more of the your favorite posts from 2016 grouped by category (based on number of shares):

The Next Frontier of Texturing Workflows

Go Scan the World! Photogrammetry with a Smartphone

How We Used Substance Source with Cinema 4D and Corona Renderer

A Road Trip in 2116

Substance Selections from the Hum3D Car Render Challenge 2016

Celebrating 1 Million Downloads on Substance Share

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