• SUBSTANCE: Evolutionary Art
  • SIMPLANT: Breast Implant Simulation
 

SUBSTANCE allows you to create and animate organic forms and structures that would be almost impossible to get with other tools, or at least, not as easily.

Here is a listing of its most significant features:


GRAPHICAL USER INTERFACE

Multi-threading: for optimal efficiency, SUBSTANCE uses multiple CPU-cores (if available) for GUI management, Shapes modeling calculations and Photorealistic rendering.

 

User-friendly and intuitive GUI.

 

Five realtime visualization modes: Point clouds + squeleton, Soft (velvet-like), Dispersive (chromatic dispersion), Plaster (Ambient occlusion) and Specular (Global illumination).

 

Two supported languages: English and French (Spanish coming soon)

 

Image Based Lighting: SUBSTANCE uses High Dynamic Range images (probes) as realtime lighting environment and can import up to 32 probes in its library.

 

Up to 32 textures maps to import for realtime surface models mapping.

 

Fast realtime camera shooting function.


PROCEDURAL ORGANIC AND NON-ORGANIC STRUCTURES GENERATOR

Three categories of procedural structures (shown below as colored point clouds):

 

ORGANIC

 

FRACTAL

 

EPHEMERAL


Allows automatic transformation of any organic structure into a natural fossilized piece of rocks.

 


Automatic Fractal and Ephemeral searching system: allows finding brand new primary "fractal" or "ephemeral" forms without any manual intervention. Then, the user only have to tweak the structure parameters to affine or finalize its appearance.

 

Allows genetic mutations (based on specific rules) to take place during the growing of organic structures.


High or low definition mesh export functionality: SUBSTANCE is able to export the final objects as triangle meshes (Wavefront OBJ file format). In high definition mode, exported meshes can have up to 2 million-triangles. In low definition mode, a powerful mesh decimation algorithm is used to reduce drastically (up to 80%) the number of triangles necessary to get almost the same topology than the original model.

 


PHOTOREALISTIC RENDERING

Includes NeuroSystems' superior rendering technology P.U.R.E. (Physically-based Unbiased Rendering Engine): the structure model in the GUI realtime viewport is shot by the P.U.R.E's virtual camera to produce a very high quality photograph.

 


Shaders, materials, camera properties, lighting and final image quality are totally derived from the P.U.R.E. core functionalities. The user can easily have access to these features from GUI.

 

Indoor and outdoor renderings: custom High Dynamic Range images (HDRI) can be used to produce artificial lighting environments.

 


FEATURES INCLUDED IN THE [COMPLETE] VERSION ONLY

Final render printing functionality: directly from GUI, the user can print the renders displayed.

 

Custom shaders / materials and light sources (emitters) can be created, edited, saved into librairies and assigned to any kind of structure produced. See the P.U.R.E. specifications for further details about those elements.

 

Samples of custom shaders.

 

Animated photorealistic sequences of Organic structures evolving in time can be produced and rendered (realtime or non-realtime). The growing of any organic structure can be shot frame by frame to produce a complete sequence of evolution. Almost all of the structure's parameters can contribute to this evolution, including Mutations.