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We’re at the same company, so we can connect.Adobe just announced the Substance 3D Collection, a new suite of 3D design tools centered around the Substance software they acquired in 2019 along with its parent company, Allegorithmic. And one of the things also that will help new designers to get into our offering is the fact that we will connect normally to the Omniverse and the Unity companies of this world, but also Photoshop and Illustrator and all the Create tools. “Some of the ideas in USD go back 20 years to Toy Story 2, but the idea was to formalize it and write it in a way that we could eventually open source it,” Quaroni said on my panel at GTC 2021.Īdobe is deeply embracing USD, Deguy said.ĭeguy said, “We want to make sure that we connect our teams and they talk to each other. In a panel at the 2021 GPU Technology Conference (GTC), he said the idea of USD emerged at Pixar in 2010 as the company was dealing with multiple libraries that dealt with large scenes in its movies. Guido Quaroni is the director of engineering and 3D immersive at Adobe, but before that, he was at Pixar, where he was responsible for open-sourcing USD. The Substance 3D tools are interoperable with a lot of the competition, though, as standards such as Pixar’s Universal Scene Description (USD) are spreading through simulation tools such as Nvidia’s Omniverse, Deguy said. Rival solutions come from Autodesk, Unity, and Unreal. By generating photorealistic renderings of products, companies like Ben & Jerry’s save time and money while creating lifelike images for marketing, promotion, and other uses. One example where the tools are useful is virtual photography. Due to the pandemic, most brands/companies had to discontinue all photo or video shoots. The toolkit also provides access to Creative Cloud’s fonts library, storage, and more. Modeler connects virtual reality and desktop for a more immersive design process and organic sculpting.Īnd the last tool is the 3D Asset Library, an expanded library of thousands of customizable 3D assets to feed creatives’ workflow. The third tool is Modeler, which will soon be available for private beta.
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Also, Adobe says this will help creatives curious about 3D quickly adopt and learn the tools because they are accustomed to the interface and the Creative Cloud, Deguy said. The Adobe Substance 3D Collection was designed to connect seamlessly with Adobe Creative Cloud in order to drastically help streamline this process, allowing 3D artists to switch between Substance, Photoshop, InDesign, and more. They need to jump between various tools as part of their workflows. One of the main concerns of 3D artists and designers today - whether in game development, VFX, or product design - is that the design process is really fragmented. And the collection isn’t just about tools - it also includes thousands of models, textures, lighting systems, and other assets designers can use to jump-start projects. Substance 3D uses artificial intelligence to eliminate much of the technical complexity of 3D design and features the “what you see is what you get” interface artists know from Photoshop or Illustrator. It is targeting a new generation of designers who are just starting to use 3D in their processes. We’re trying to make it more accessible.”īut Adobe isn’t making toys, either. Our tools are really well defined and easy to get into. Most of the actual 3D tools are really complex and complicated to learn.
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“Creators and designers in other industries beyond the game industry are adopting these game technologies,” Deguy said. MetaBeat will bring together metaverse thought leaders to give guidance on how metaverse technology will transform the way all industries communicate and do business on October 3-4 in San Francisco, CA.
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