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Under Construction
What the “Substance” plug-in for Maya does

What is the “Substanceplugin for Maya and what can it actually do?

What is it?

It’s a free plugin for Maya 2024, 2023, 2022, 2021 and 2020.

It lets you:

  • import Substance materials – in “.sbar” format – from:
  • apply those materials to objects in your scene
  • export the textures (once applied to your objects) as standard ‘image maps(eg. myobject_basecolor.png)

How do I get it?

You can download it here.

The official help files website is here:

The official release notes can be found here. (Useful to know what has recently changed or been fixed).

How do I install it?

Just download the file and double click, then it will walk you through the installation.

However, even once you install the plugin, it does not automatically load in MayaYou need to do this:

  • Open Maya, create a new scene
  • In the search bar, type “substance
  • Then at the top next to APPLY TO ALL click “loaded” and “auto load
  • Click CLOSE

What are the buttons the shelf?

You should now have a new shelf in Maya called ‘Substance‘.

The buttons are:

Substance Settings
(opens the Substance settings menu)
Batch Import
(imports and creates the selected Substance files)
Batch Bake to Disk
(bake selected Substance nodes to a folder)
Upgrade Old Nodes
(convert all old plugin nodes to new nodes)
Apply Workflow to Maps
(apply Substance workflows to image maps)
Open Content
(open sample ‘sbsars’ in content browser)
Open Substance 3D Assets
(Open the paid ‘Substance 3D Assets’ website in a browser)
Open ‘Substance Share’
(Open the free community assets website in a browser)
Open Documentation: Open the ‘Substance in Maya‘ documentation in a browser
About Substance in Maya: Display ‘About’ window


Free materials that come with the plugin

If you click the Open Content button you’ll see a list of free included materials:

These “.sbsar” files are on your hard drive: C:\Program Files\Allegorithmic\Adobe Substance 3D for Maya\2024\sbsars

  • bark_pine.sbsar
  • bricks_bond_variations.sbsar
  • carbon_fiber_twill_weave.sbsar
  • cardboard_torn.sbsar
  • chrome_plated_rusty.sbsar
  • concrete_damp_wall.sbsar
  • concrete_layers_stacked.sbsar
  • fabric_jeans.sbsar
  • golf_bunker_sand.sbsar
  • leather_fine.sbsar
  • metal_grinded.sbsar
  • parquet_american_chestnut.sbsar
  • plastic_vinyl_glossy.sbsar
  • pounded_asphalt.sbsar
  • powdery_snow_marks.sbsar
  • rotten_wood.sbsar
  • rust_corrosion_drip.sbsar
  • rusted_painted_metal.sbsar
  • scrapped_paint.sbsar
  • slate_tiles_with_moss.sbsar
  • tarmac.sbsar
  • wood_fence_painted.sbsar

How do I actually apply an .sbsar to something??

To apply a Substance material to a mesh, you first IMPORT the “.sbar” and then construct the Material in Hypershade.

To do that:

  2. Above the graph, click the icon with the ‘diamonds‘ to clear the graph
  3. Right-click and hold in the GRAPH, then swipe upwards and click CREATE NODE:
  4. In the dialogue box that appears, type “subst” in the text field, then click SUBSTANCE NODE
  5. The following will appear, and the ‘substancenode’ node will be selected:
  6. In the Property Editor, click the browse file icon next to ‘Load Substance’:
  7. In the file explorer that pops up, choose an “.sbsbar” file
  8. In the Property Editor, click the WIDTH drop-down and change the resolution to something like 4096 (for cinematic-quality textures)
  9. Scroll down, and under WORKFLOWS click the workflow on the left that you’d like to use (Standard Surface, Arnold, Renderman, Vray Next, Redshit, Maxwell, Vray 6). If you don’t know, just choose ‘Standard Surface’. Then click ‘Create Network’.
  10. The system will pause for a few seconds, then various nodes will appear in the graph, and a preview of the material will appear in the “Texture Viewer”.
  11. Click to select the tile of the material in the ‘MATERIALS’ tab of Hypershade:
  12. Change the name of the material in the Property Editor.
  13. Now your scene, right-click on the mesh you want to apply the material to, and choose ‘Assign Existing Material‘, then the material you just named:
  14. Make sure the ‘Texturing’ option is enabled in the Viewport, and you’ll see your material applied:

    But the tiling of the texture will be too large.
  15. In HYPERSHADE, click the ‘place’ node (the first node) in your material
  16. In the Property Editor you will now be able to adjust the ‘Repeat UV’ value to adjust the tiling. Increase it to maybe 3.
  17. You will see that the tiling of the material in the viewport improves:


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