In the dialog, hover the information icon of a sample item to get more information about the concepts and techniques explored in the sample.
- Substance 3D home
- User guide
- Glossary
- Getting started
- Workspace
- Workspace
- Customizing your workspace
- Home screen
- Main toolbar
- Preferences
- Explorer
- Graph view
- Library
- Properties
- 2D view
- 3D view
- Dependency manager
- Resources
- Resources
- Importing, linking and new resources
- Bitmap resource
- Vector graphics (SVG) resource
- 3D scene resource
- AxF (Appearance eXchange Format)
- Font resource
- Warnings from dependencies
- Substance graphs
- Substance graphs
- Substance graph key concepts
- Creating a Substance graph
- Instances and subgraphs
- Graph parameters
- Manage parameters
- 'Visible if' expressions
- Inheritance in Substance graphs
- Output size
- Values in Substance graphs
- Publishing Substance 3D asset files (SBSAR)
- Exporting bitmaps
- Exporting PSD files
- Sample Substance graphs
- Warnings in Substance graphs
- Nodes reference for Substance graphs
- Nodes reference for Substance graphs
- Atomic nodes
- Node library
- Node library
- Texture generators
- Texture generators
- Noises
- Noises
- 3D Perlin noise
- 3D Perlin noise fractal
- 3D Ridged noise fractal
- 3D Simplex noise
- 3D Voronoi
- 3D Voronoi fractal
- 3D Worley noise
- Anisotropic noise
- Blue noise fast
- BnW spots 1
- BnW spots 2
- BnW spots 3
- Cells 1
- Cells 2
- Cells 3
- Cells 4
- Clouds 1
- Clouds 2
- Clouds 3
- Creased
- Crystal 1
- Crystal 2
- Directional noise 1
- Directional noise 2
- Directional noise 3
- Directional noise 4
- Directional scratches
- Dirt 1
- Dirt 2
- Dirt 3
- Dirt 4
- Dirt 5
- Dirt gradient
- Fluid
- Fractal sum 1
- Fractal sum 2
- Fractal sum 3
- Fractal sum 4
- Fractal sum base
- Fur 1
- Fur 2
- Fur 3
- Gaussian noise
- Gaussian spots 1
- Gaussian spots 2
- Grunge concrete
- Grunge Damas
- Grunge galvanic large
- Grunge galvanic small
- Grunge leaks
- Grunge leaky paint
- Grunge map 001
- Grunge map 002
- Grunge map 003
- Grunge map 004
- Grunge map 005
- Grunge map 006
- Grunge map 007
- Grunge map 008
- Grunge map 009
- Grunge map 010
- Grunge map 011
- Grunge map 012
- Grunge map 013
- Grunge map 014
- Grunge map 015
- Grunge rough dirty
- Grunge rust fine
- Grunge scratches dirty
- Grunge scratches fine
- Grunge scratches rough
- Grunge shavings
- Grunge splashes dusty
- Grunge spots
- Grunge spots dirty
- Liquid
- Messy fibers 1
- Messy fibers 2
- Messy fibers 3
- Microscope view
- Moisture noise 1
- Moisture noise 2
- Perlin noise
- Plasma
- Caustics
- Voronoi
- Voronoi fractal
- Waveform 1
- White noise
- White noise fast
- Patterns
- Patterns
- 3D linear gradient
- 3D volume mask
- Alveolus
- Arc pavement
- Brick 1
- Brick 2
- Brick generator
- Checker 1
- Cube 3D
- Cube 3D GBuffers
- Fibers 1
- Fibers 2
- Gaussian 1
- Gaussian 2
- Gradient axial
- Gradient axial reflected
- Gradient circular
- Gradient linear 1
- Gradient linear 2
- Gradient linear 3
- Gradient radial
- Height extrude
- Mesh 1
- Mesh 2
- Panorama shape
- Polygon 1
- Polygon 2
- Scratches generator
- Shape
- Shape extrude
- Shape mapper
- Shape splatter
- Shape splatter blend
- Shape splatter data extract
- Shape splatter to mask
- Splatter
- Splatter circular
- Star
- Starburst
- Stripes
- Tile generator
- Tile random
- Tile random 2
- Tile sampler
- Triangle grid
- Weave 1
- Weave 2
- Weave generator
- Filters
- Filters
- Adjustments
- Adjustments
- Apply color palette
- Auto levels
- Channel mixer
- Chrominance extract
- Clamp
- Color match
- Color to mask
- Contrast/Luminosity
- Convert to linear
- Convert to sRGB
- Create color palette (16)
- Grayscale conversion advanced
- Hald CLUT
- HDR range viewer
- Height map frequencies mapper
- Highpass
- Histogram compute
- Histogram equalize
- Histogram range
- Histogram render
- Histogram scan
- Non-uniform histogram scan
- Histogram select
- Histogram shift
- ID to mask grayscale
- Invert
- Lighting cancel high frequencies
- Lighting cancel low frequencies
- Luminance highpass
- Min max
- Modify color palette
- Pow
- Quantize color (Simple)
- Quantize color
- Quantize grayscale
- Replace color
- Replace color range
- Threshold
- View color palette
- Blending
- Blurs
- Channels
- Effects
- Effects
- 3D texture position
- 3D texture SDF
- 3D texture surface render
- 3D texture volume render
- Ambient occlusion (HBAO)
- Ambient occlusion (RTAO)
- Anisotropic Kuwahara color
- Anisotropic Kuwahara grayscale
- Bevel
- Bevel smooth
- Cross section
- Curvature
- Curvature smooth
- Curvature sobel
- Diffusion color
- Diffusion grayscale
- Diffusion UV
- Directional distance
- Edge detect
- Emboss with gloss
- Extend shape
- Flood fill
- Flood fill mapper
- Flood fill to Bbox size
- Flood Fill to gradient
- Flood Fill to grayscale/color
- Flood Fill to index
- Flood Fill to position
- Flood Fill to random color
- Flood Fill to random grayscale
- FXAA
- Glow
- Mosaic
- Multi directional warp
- Non-uniform directional warp
- Reaction diffusion fast
- RT irradiance
- RT shadow
- Shadows
- Shape drop shadow
- Shape glow
- Shape stroke
- Summed area table
- Swirl
- Uber emboss
- Vector morph
- Vector warp
- Normal map
- Tiling
- Transforms
- Material filters
- Material filters
- 1-click
- Effects (Material)
- Transforms (Material)
- Blending (Material)
- PBR utilities
- Scan processing
- Mesh-based generators
- Mesh-based generators
- Mask generators
- Weathering
- Utilities (Mesh-based generators)
- Spline & Path tools
- Spline & Path tools
- Working with Path & Spline tools
- Paths to spline
- Path tools
- Spline tools
- Spline tools
- Point list
- Scatter on Spline color
- Scatter on Spline grayscale
- Scatter Splines on Splines
- Spline 2D transform
- Spline (Cubic)
- Spline (Poly quadratic)
- Spline (Quadratic)
- Spline append
- Spline bridge (2 Splines)
- Spline bridge (List)
- Spline bridge mapper color
- Spline bridge mapper grayscale
- Spline circle
- Spline fill
- Spline flow mapper
- Spline mapper color
- Spline mapper grayscale
- Spline merge list
- Spline render
- Spline sample height
- Spline sample thickness
- Spline select
- Spline warp
- UV mapper color
- UV mapper grayscale
- 3D view (Library)
- 3D view (Library)
- HDRI tools
- Node library
- Substance function graphs
- Substance function graphs
- What is a Substance function graph?
- Create and edit a function
- The Substance function graph
- Variables
- FX-maps
- FX-Maps
- How it works
- The Iterate node
- The Quadrant node
- Using Substance function graphs in FX-Maps
- Warnings in Substance function graphs
- Sample Substance function graphs
- Nodes reference for Substance function graphs
- Nodes reference for Substance function graphs
- Function nodes overview
- Atomic function nodes
- Function node library
- MDL graphs
- Working with 3D scenes
- Bakers
- Best practices
- Pipeline and project configuration
- Color management
- Package metadata
- Scripting
- Scripting
- Plugin basics
- Plugin search paths
- Plugins packages
- Plugin manager
- Python editor
- Accessing graphs and selections
- Nodes and properties
- Undo and redo
- Application callbacks
- Creating user interface elements
- Adding actions to the Explorer toolbar
- Using color management
- Using spot colors
- Logging
- Using threads
- Debugging plugins using Visual Studio Code
- Porting previous plugins
- Packaging plugins
- Scripting API reference
- Technical issues
- Release notes
Designer offers a curated selection of sample graphs spanning various materials types to learn from and experiment with.
The samples are meant to be used as a graph template, which means are accessed by creating a new Substance graph. The new graph is a fully editable copy of the sample, which you may edit, take apart and expand on as you like. You can create as many new graphs as you like out of the samples.
When creating a new Substance graph, you will find the samples in the New Substance graph dialog:
Open the Category combobox and select Material samples to list the available templates.
You can go directly to the list of samples in the dialog, by using the Go to samples button conveniently placed in the Home screen.
Double-click any item to create a new graph out of that sample. You may also select the sample and click the Create button.
Double-click any item to create a new graph out of that sample. You may also select the sample and click the Create button. Once a material sample is selected and the graph creation validated, the dialog closes and a copy of the sample is loaded as a new graph in the Graph view.
By default, the first output of the sample is loaded in the 2D View, and the textures are applied to the 3D View. So your workspace is automatically set up and you are ready to go. (This can be changed in Designer's preferences)