Material Authoring Software

Art by Matthew Moult

Create, iterate

Substance Designer is a node-based non-destructive application for material authoring. Edit complete texture sets fast with the non-linear workflow and see your changes apply simultaneously to all your outputs. Unleash the power of Substance Designer and focus on what really matters: your art.

Node Based Non-Destructive Workflows

Use Substance Designer 5's powerful nodes to create materials. Want to change something while you’re working? Make changes to any previous step while keeping your current work intact. No need to worry about tiling, either – Substance Designer handles it automatically.

MDL Authoring

Create multi-layered materials like skin and car paint with realistic effects such as flakes, sub-surface scattering and anisotropy.
Import, tweak and combine MDLs with Substances and export ready-to-use materials to Iray and any MDL-enabled applications.

High quality portfolio images and easy, hassle-free sharing of physically based materials between teams and applications is now a reality.




Car Paint

Real-Time Physically Based Viewport with Iray Path Tracing

Use the real-time PBR viewport to preview your work exactly as it appears in Unity and Unreal. Match any other game engine via custom shaders. Create photo-realistic renders with Iray path-trace technology while working, embellish your work with Yebis post-production effects, and share portfolio-ready materials directly on ArtStation.

Filters and Tools for Scan-Based, Procedural and Hybrid Workflows

Emulate natural effects with a range of noises and filters for materials that complement your powers of expression and creativity. Thousands of materials, filters and procedural tools are already freely available on Substance Share.

Integrated Full-Featured Bakers

Bake AO, normal, ID, height, curvature, position, polypaint and any other map you may need quickly and easily within Substance Designer.

Batch Tools and Customizable Workflows

Adapt Substance Designer to your workflow with batch tools, scripting, and more. Substance Batchtools is a set of powerful command lines allowing you to script some of Substance Designer process. Apply a set of operations on a huge quantity of meshes, stay flexible while creating and change anything up until the last minute.

Game Engine and Renderer Ready

Use the Substance material or export the textures to any renderer or game engine.

How They Use It

The Substance Art of Jonathan Benainous


Discover Ubisoft's incredibly talented Jonathan Benainous and his recent cool projects in which he used Substance Painter and Substance Designer. Read the full article.

Substance for Architecture with Gaston Suarez Pastor

Gaston Suarez Pastor, a 3D artist specializing in architectural visualization, uses Substance Designer and the Corona renderer to create stunning archviz renders. Read the full article.

The Substance Art of Sungwoo Lee


Discover Substance artist Sungwoo Lee and his use of Substance Designer in his texturing workflow. Read the full article.

The Substance Art of UE4Arch


Rafael Reis Saliba, CEO and Founder of UE4Arch, tells us how he uses Substance to achieve highly photo-realistic results for real-time architecture. Read the full article.

Praise for Substance Designer

"There is no better way to create materials than by using Substance Designer. With its MDL authoring capabilities, you have the flexibility to do much more than you did before. By having standard MDL materials, we can render in any application and know the material output will be consistent."

– Matthew Gueller, Senior Surface Designer, Harley-Davidson



"Substance Designer is the first application to provide an end-to-end MDL workflow, enabling its user base to take their materials to a wide variety of applications for physically based rendering. The combination of Substance Designer's intuitive workflow and MDL's flexibility is amazingly powerful and should prove to be an invaluable tool for anyone using an MDL-compliant renderer such as Iray, mental ray and soon V-Ray."

– Phillip Miller, Senior Director of Product Management, Advanced Rendering, NVIDIA