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Abstract:
We'll present how Substance Suite helps Color & Trim Designer and Visualization expert for digital material creation. We will specifically focus on material scanning pipeline including AxF format from XRite, Tac7 material scanner and MDL material description in Substance Designer. We will finally highlight for the first time the "Automotive Drop" in Substance Source that will be announced at GTC and will include a wide range of advanced quality materials for this industry including leather, textiles, metal and plastics.
We'll present how Substance Suite helps Color & Trim Designer and Visualization expert for digital material creation. We will specifically focus on material scanning pipeline including AxF format from XRite, Tac7 material scanner and MDL material description in Substance Designer. We will finally highlight for the first time the "Automotive Drop" in Substance Source that will be announced at GTC and will include a wide range of advanced quality materials for this industry including leather, textiles, metal and plastics.  Back
 
Topics:
Product & Building Design, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8725
Streaming:
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Abstract:

A worldwide leader for procedural texturing in the gaming industry with its Substance technology, Allegorithmic has partnered with NVIDIA to release Substance Designer 5.5, the first MDL visual editor to efficiently author material and transport the material definition across all supporting software. We'll present a full customer workflow, from high-resolution image scanning to actual MDL-defined material that could serve as reference, similarly to those available through Substance Source. We'll demonstrate customer use cases and present results (at GTC 2016 we showcased Hyundai and Harley-Davidson) with a live demo of Substance solutions with NVIDIA Iray rendering on an NVIDIA VCA cluster, as well as an update on new features of Substance Designer 6.0 released in February 2017.

A worldwide leader for procedural texturing in the gaming industry with its Substance technology, Allegorithmic has partnered with NVIDIA to release Substance Designer 5.5, the first MDL visual editor to efficiently author material and transport the material definition across all supporting software. We'll present a full customer workflow, from high-resolution image scanning to actual MDL-defined material that could serve as reference, similarly to those available through Substance Source. We'll demonstrate customer use cases and present results (at GTC 2016 we showcased Hyundai and Harley-Davidson) with a live demo of Substance solutions with NVIDIA Iray rendering on an NVIDIA VCA cluster, as well as an update on new features of Substance Designer 6.0 released in February 2017.

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Topics:
Rendering & Ray Tracing, AEC & Manufacturing, AEC & Manufacturing, Media and Entertainment
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7440
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Abstract:
Allegorithmic has been integrating Iray render engine to combine its expertise of procedural texture rendering (aka substances) with multi-layered MDL physically based materials and Iray, GPU-accelerated unbiased raytracer. With latest Substance Designer release, you are now able to natively create your MDL and substance materials from scratch through the node-tree editor. Materials can then be exported to your predilection MDL capable 3D software (Iray plugins for Maya, 3ds Max, Rhino), enabling infinite capabilities for material rendering. The MDL editor addition to Allegorithmic Substance Designer will help solving artists and developers PBR material challenges from creation and edition, to final frame rendering for artistic shots. During the session, some actual industrial use cases will be showcased, including some of the work achieved with Hyundai Genesis G380 interior and exterior design.
Allegorithmic has been integrating Iray render engine to combine its expertise of procedural texture rendering (aka substances) with multi-layered MDL physically based materials and Iray, GPU-accelerated unbiased raytracer. With latest Substance Designer release, you are now able to natively create your MDL and substance materials from scratch through the node-tree editor. Materials can then be exported to your predilection MDL capable 3D software (Iray plugins for Maya, 3ds Max, Rhino), enabling infinite capabilities for material rendering. The MDL editor addition to Allegorithmic Substance Designer will help solving artists and developers PBR material challenges from creation and edition, to final frame rendering for artistic shots. During the session, some actual industrial use cases will be showcased, including some of the work achieved with Hyundai Genesis G380 interior and exterior design.  Back
 
Topics:
Best of GTC Talks
Type:
Talk
Event:
SIGGRAPH
Year:
2016
Session ID:
SIG1616
Streaming:
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Abstract:

Discover how Substance Designer enables the creation of the extensive set of materials for the interior & exterior of the Hyundai Genesis G380. We will show how Allegorithmic's Substance procedural technology and NVIDIA's Material Definition Language (MDL) can be combined to bring materials creation to a level never reached before. Material review will be achieved on the actual fully detailed car model using Substance Designer and NVIDIA Iray integration. Finally, we will explain how Substance can help industrial designers in their creative iterations and exploration phases.

Discover how Substance Designer enables the creation of the extensive set of materials for the interior & exterior of the Hyundai Genesis G380. We will show how Allegorithmic's Substance procedural technology and NVIDIA's Material Definition Language (MDL) can be combined to bring materials creation to a level never reached before. Material review will be achieved on the actual fully detailed car model using Substance Designer and NVIDIA Iray integration. Finally, we will explain how Substance can help industrial designers in their creative iterations and exploration phases.

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Topics:
Product & Building Design, Press-Suggested Sessions: Professional Graphics, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2016
Session ID:
S6838
Streaming:
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