Overview
Substance 3D Designer is an application intended for creating 2D textures, materials and filters in a node-based interface, with a heavy focus on procedural generation, parametrisation and non-destructive workflows. It is the longest-running application in the Substance 3D ecosystem and resources made with it are the most versatile and dynamic possible.
Here is how it compares to other applications:
Substance 3D Sampler
Substance 3D Painter
Substance 3D Designer
*: Displacement only, see Scene export feature in the 3D View section.
In short, Substance 3D Designer should be seen as the most technical, advanced texturing application available.
It allows you to author content for almost any usecase or scenario. It means you are not limited to a single type of output – such as a unique material/set of textures for a UV-mapped mesh – but can create content for a much more extended set of uses.
For example, most of the procedural, smart content in Painter and Sampler was authored and exported from Designer. Things like Brush Alphas, Generators, Filters and Base Materials can all be authored in Designer.
Workflow
Substance 3D Designer is a Node-based editor that allows you to build content in many different ways with varying complexities. The workflow is further explained on dedicated pages, but the following are benefits of working with the software:
[Non-linear](https://experienceleague.adobe.com/docs/substance-3d-designer/using/substance-graphs/substance-compositing-graphs.html?lang=en) : you can can author a multitude of texture outputs at once. Edit one mask or slider, and automatically any connected output is re-calculated. No more need to separately author maps such as Basecolor, Roughness, Normal, etc…
[Non-destructive](https://experienceleague.adobe.com/compositing-graphs/compositing-graph-key-con/substance-compositing-graph-key-concepts.html?lang=en) : you can reverse any action without losing any of your work. It becomes much quicker to iterate and experiment, finding even more efficient workflows.
[Integrated Baking](https://experienceleague.adobe.com/bakers/bakers.html?lang=en) : access advanced, blazing-fast mesh baking tools right inside the software. You no longer have to perform baking in a separate software and perform lengthy import and export processes.
[Parametric](https://experienceleague.adobe.com/compositing-graphs/manage-parameters/exposing-a-parameter/exposing-a-parameter.html?lang=en) : you can set-up to control nearly any aspect of a texture through a single slider or dropdown. This allows you to add endless control and variation to just a single asset.
Filetypes
The application and its ecosystem use 4 different filetypes. To be clear: these are filetypes that are exported from Substance 3D Designer and can be imported into some, or all other Substance 3D applications.
This generally means you will keep your work in the SBS format when working inside Designer, you’ll export to SBSAR if the target supports it (Painter for example), or you will use static bitmap files if there is no need or no support for SBSAR.
Resource types
Substance 3D files can contain a large variety of resources that serve different purposes. Some resources can only be authored inside Designer, some will come from external applications.