Allegorithmic has integrated NVIDIA’s Iray renderer into their SubstanceSubstance-Designer3 5-Glass01
Designer texturing software. With v5.3, artists can build detailed textures
and render in the same application.

Substance Designer 5.3 Integrates NVIDIA’s Iray Renderer

After successfully adding the NVIDIA Iray renderer to their Substance Painter software,Allegorithmichas also integrated it into theSubstance Designertexturing tool. With version5.3, artists can build detailed textures and render in the same application.
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This update gives users access to complex, real materials, and adds the ability to render at unlimited resolution and useYebisreal-time post processing for optical simulation and camera effects. These changes mean that Substance Designer can be used as both a texturing tool and high-performance rendering system. Thisvideoshows some of the new functions in action.

NVIDIA Irayis a GPU-accelerated, unbiased path tracer that, combined with Yebis, can improve renders in several ways. Physically-based ray tracers like Iray describe the flow of light within a scene. Because it is unbiased, it uses a randomised process that reduces the source of error by averaging the results of numerous renders to achieve a more accurate final result.

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Iray is integrated as analternative viewportin Substance Designer, so that you can switch directly between the original renderer and Iray in one step without following a special setup. Substance Designer’s ownOpenGL PBRviewport runs at 60 fps, and the Iray viewport works as a nearly interactive path tracer that takes 5 to 10 seconds to update each frame. This is quite fast for any type of offline renderer, which generally may take several minutes to update, and produces very high quality results that can be useful for checking beauty shots and detail.

Using Iray also makes new options available when creating complex real life materials -anisotropicwith characteristics that appear different depending on camera angle,multiple tonecar paint,sub-surface scattering, true emissivematerials emitting their own light and not reflecting it, and others.

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Different to a renderer like Iray,Yebisintegratesoptical simulation-based post effects. Artists can use Yebis to run a simulation of a chosen camera or lens, and then apply the results to the rendering results as a post-effect - in real-time.

For example, to achieve Yebis depth of field effects, the results of F-stop number, focal position and focal length can be calculated and applied. With a physical lens, moving the focal point forward and back changes the angle of view slightly. It also changes the F-stop blur value in the out-of-focus area. So, Yebis does not blur the images arbitrarily but reproduces real optical conditions.

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