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Adobe rebrands Substance and adds two new tools
Adobe has announced an overhaul of its Substance suite of tools, aligning the branding and subscription offering with the rest of its products. All the apps have been given the Adobe logo treatment in a new green colour designed to demarcate the 3D apps. Substance Alchemist has been renamed Substance Sampler which perhaps more clearly describes its intended usage as a way to create textures from photographic sources and remix them.
The bigger news is the addition of Substance 3D Stager, a new virtual studio program designed to assemble and render scenes with the ability to place cameras, lights and add and adjust materials. A second application called Substance 3D Modeler is a sculpting tool usable on a desktop and in VR, but so far it’s only available as a public beta. New 3d Assets are also available in addition to Substance source materials.
Along with the redesign comes new adobe rental licensing. The original Substance tools plus 30 downloads of assets and 100gb of storage are available under the Substance 3D Texturing plan for $19.99 per month. The new Substance 3D Collection plans include Substance Stager and Modeler plus more assets and storage. These are priced at $49.99 per month for individuals and $99.99 per month for teams, but there’s currently a 20% discount off those prices.
Find out more on the Adobe website.
Are there any information about what is happening to current subscribers? Cause I can’t seem to find anything on that front.
To answer my own question. More information can be found here: https://www.substance3d.com/
I kept getting redirected to the adobe website page when I tried visiting the painter website via google.
Looks like you have to transfer your account to get the new apps, and price should stay the same. Looks like you can also still pick up a perpetual to Painter and Designer on Steam, for those wondering.
Yup. Wish the transfer would be more automated :/
Right now you have to buy a new subscription on adobe’s site then download the invoice.
Go to your old subscription and cancel it and download your last substance3d invoice and then send both invoices to contact@substance3d.com in order to get a refund.
Welp my refund was declined since my last bill was during the first week of the June. Good to know that there are restrictions in place.
I’m scared guys :S The adobe infection is getting worse. It seems more and more like a beginning of a nightmare… might need an Epic wake up soon
Auto-dobe, here we come!
Just let me throw up…
They just killed the remaining bits of identity of the company allegorithmic and put their subscription plan to phase 2
Now, we just deal with a tasteless sub-branch of the worst media software company, that just cares about extending their growth so their publicly trade value keep increasing.
Amazing !
the end is near for substance. slowly getting useless and overpriced.
old customers discadred, super expensive subs now the standard, slowly bleed you dry so you go broke from a thousand cuts all with zero innovation or new features
If it isn’t my troll providing for his gigantic insight into another one of his favourite companies.
Does anybody know if after this transition the Linux versions are still available for download from the Adobe website as they were on Substance3D.com?
hi
dream on … adobe is completley scared of linux – because linux users want to do what they want.
nothing for for a repressing company … and … they say: it is “no market”!
Any substitutes for Substance Designer and Painter? I spend years learning and building nodes in Designer, what’s the value of that if it could dead end or be walled off due to pricing? I can do some painting in Blender, not quite the same. How about Designer?
This is a monopoly that has to be broken up. It’s expensive to buy / rent software on top of renting software. Especially something that isn’t used daily but intensely a few times during the year. Without competition how is better pricing going to happen? It’s confusing… is substance its own adobe price plan or is it included in the “all apps plan”?
There is nothing similar IMHO, but you have two options, one is good in feature set and production proven, and the other is not quite the same, but some artists seem to like it:
Mari: from Foundry, production proven, very powerful, nothing related to nodes AFAIK
Armor Paint: Open Source, good tool set, good viewport, not at the same level as SP at all, but not bad for a beginning
Other than that, SP is very unique I think, and there is a reason why only Substance Designer and Blender/Cycles have a Nodevember challenge.
https://quixel.com/mixer
Painting in vanilla blender is a pain, I use Ravage, it’s a paid add-on but brings things much closer to features found in like substance, you have to build your own material libraries, and it still needs to be refined but it’s definitely fun to work with. And extremely stable for a blender add-on.
Give marmoset time and also Quxiel. There will be competition it just a slow pace in development for Marmoset and as for Quxiel they are rebuilding from the ground up. Time is needed also 3dcoat is a option as some other softwares that are coming up like Armor Paint. Really comes down to money and dev time. Which Quxiel has now that here own by Epic.
I’m making the transition to Quixel Mixer
Mixer doesn’t have tablet support for now….:(
Good luck. Mixer is just a glorified tech demo compared to the Substance offerings. It’s far, far from a real production tool.
I can understand disliking Adobe. I can understand disliking subscription plans.
What I don’t understand is calling Substance useless, overpriced and blaming it for its monopoly position in the market. Substance Designer is an amazing piece of software that allows users so much creative freedom while boosting productivity at the same time. I can see reasons for wanting to boycott companies like Adobe/Autodesk, but Substance is the best texturing software available. If you can’t afford 20,- a months for that, what the hell are you willing to pay for?
It’s $20 per month(or $40 for the full package) plus $52/month on top of that for the rest of the Creative Cloud apps access. I don’t see SP / SD on the list [maybe I’m missing it]… bring it to the creative cloud but walled off from being an all inclusive price package. Plus the subscription to the other 3D software needed, that’s what some are paying for. Adds up.
It’s still the same price as the prior subscription model. You still get the same 3 substance packages for the same amount of money. So that really hasn’t changed.
“what the hell are you willing to pay for?”
Nothing at all, as it’s apparent from the amateurish angle of their (lack of) reasoning.
You must really love brown nosing Adobe and Autodesk…..Either that or you one blind SOB to see what these companies are doing to the freelance community.
They can’t even pay people to do voiceovers anymore so we end up with this flawed robot voice? L A M E
I’ve refused to use Adobe products for over 10 years. They did the same thing to the software which got me into design, programming, and motion graphics: Flash. I prefer to support smaller companies who aren’t willing to sell out to the big boys.
Linux users beware:
The Linux version is no longer available to Indie subscription users.
After researching for the past 24 hours and chatting with several Adobe and Substance people, here are my findings.
I have been a Substance Linux user for a long time. It turns out that with the Adobe transition, Linux builds will no longer be available to Indie (“Individual” in Adobe jargon) subscription users. In fact, to preserve access to the Linux builds I would now need an Adobe TEAM plan, which costs 4X my current subscription I have with Substance legacy. All this just to preserve access to one of my main work tools on Linux… Nice!
Switching to Windows is not an option for me as I have a highly customized home studio that was designed to run on Linux.
Indies can still purchase Painter and Designer (not Alchemist aka Sampler) for Linux on Steam. These are perpetual licenses with updates included until the end of 2021. Nobody really knows if you will be able to buy Substance 2022 on Steam next year. Also, Steam is not suitable for power users that need advanced configurations and Sampler is not available on Steam at all.
I really hope Adobe realizes that preventing Indie subscribers to access Linux builds is a huge mistake. Even Autodesk, which was doing the same with Maya until v2019, changed this with Maya 2020, allowing individuals and Indie to access the Linux builds!
Besides you, do you have any number at all for the users under Linux?
If Adobe felt the ROI wasn’t good, it makes sense for them to pull back on an OS with an ecosystem that’s a fraction of Windows’, for good or for bad.
If one has a service under contract that service should not change in this way, and this is the danger of rental only software, there is no such thing as SAAS.
When it does not mean an additional cost because the builds are being created anyways, the ROÍ reasoning has no sense.
it would be different if they fully remove Linux builds, but that’s not the case.
it’s just Adobe being Adobe, purposedly supporting Linux as less as possible.
If software companies didn’t provide for support and bug fixing, you’d be right.
Few users, reporting big bugs, mean that the effort to make a release right is excessively expensive.
You all should take off the tinfoil hat.
Linux has a fraction of the ecosystem of windows, for good or bad, and it’s expensive to develop and support niche markets compared to mainstream ones.
In two decades of production, i have never worked with more bugs than under *any* form of Unix-based OS and relevant applications.
For all the elitism and hinted gratness Unix users rain on Windows ones, the reality is that Windows is vastly more efficient for our market sector, from nearly any metric one would care to look at.
Anyone with finite resources will make choices with that in mind, Adobe the EvilCorp included.
Virtually every single VFX studio I know (medium to large) runs on Linux. Linux is and always has been the industry standard OS in the VFX industry. That being said, it is true that Linux desktop is not very popular among freelancers and almost inexistent amongst non-VFX home users. However, in the past few years, there has been an increase of freelancers and small studios moving to Linux (I know several of these people firsthand). Most of these people used to be Mac users. Since the Mac has gradually become unfeasible for VFX work (no Nvidia support, Open GL deprecated, and now the new ARM architecture), many developers stopped developing for Mac and a good portion of users moved to Linux.
Autodesk, who used to think Linux was for studios only and had their licensing designed that way, changed that starting from Maya 2020, where individual users and Indie licensee gained access to Linux builds without having to pay for expensive floating/studio licenses. This move was probably done in response to the uptick of Linux freelancers coming from MacOS.
All that aside, it is bad for a company to do a major licensing change, where some of the users of some specific OS, which is still supported as usual, have to start paying 4X for exactly the same they were getting before.
>Linux is and always has been the industry standard OS in the VFX industry.
You should not declare the exception to the rule. Some VFX companies works on Linux for some very special tasks. Like rendering out images and movies. Or do some compositing or post processing. But this is the big exception. And it is not THE Industry standard. It is a very very small fraction of a fraction. The biggest part of the CG industry happens at Windows nowadays, and fewer and fewer at Mac. There is for example no ZBrush available at Linux, no Photoshop, no Max, no … . It is simply impossible to do most 3D graphics related tasks at Linux at a professional level. Since the tools are not available.
I’m not sure what are your sources. I have been working in the VFX industry for almost 20 years and most studios (at least here in the US) run on Linux (with some Windows machines in some departments to run the software you mentioned). Linux is much more scalable, flexible, secure, and efficient in a huge pipeline with hundreds of computers that runs a lot of proprietary software/scripts alongside commercials applications (often heavily customized). The VFX Reference Platform (https://vfxplatform.com/) was initially just a Linux thing to help studios and developers use the same libraries versions. Only recently, they added Linux and macOS to their charts. The game industry is another story; there Windows is more dominant.
@ MZO preach my brother preach
Virtually every single VFX studio I know (medium to large) runs on Linux. Linux is and always has been the industry standard OS in the VFX industry. That being said, it is true that Linux desktop is not very popular among freelancers and almost inexistent amongst non-VFX home users. However, in the past few years, there has been an increase of freelancers and small studios moving to Linux (I know several of these people firsthand). Most of these people used to be Mac users. Since the Mac has gradually become unfeasible for VFX work (no Nvidia support, Open GL deprecated, and now the new ARM architecture), many developers stopped developing for Mac and a good portion of users moved to Linux.
Autodesk, who used to think Linux was for studios only and had their licensing designed that way, changed that starting from Maya 2020, where individual users and Indie licensee gained access to Linux builds without having to pay for expensive floating/studio licenses. This move was probably done in response to the uptick of Linux freelancers coming from MacOS.
All that aside, it is bad for a company to do a major licensing change, where some of the users of some specific OS, which is still supported as usual, have to start paying 4X for exactly the same they were getting before.