Author Topic: Can I build models with Substance Share files to sell them in the Asset Store?  (Read 2603 times)

The title says it all. I plan to build some models with Blender and texture them with files from Substance Share to sell them later in Unity's Asset Store. Is that allowed?


So basically from my understanding it can be done if I use those files as base to create my own substances? Am I right? This is great news. I can even use Gametextures files to sculpt in Blender. Pretty awesome, thanks!

Reviving an old topic here...

My (potential) situation sound similar to what was described in this thread.

I am considering creating "iClone" props (assets) for sale in an iClone store.  iClone is a 3D animation application that supports Substances.

Could I make a model in Blender, convert it to an iProp format, apply a Substance from Substance Share, and then sell the item?

I'm not trying to sell the substance itself, but it would be "part of" my end product.


For example, if I made a sofa, and applied a leather Substance from Substance Share, the substance would be embedded in the sofa prop.  That would be great for enabling parameters such as color, wear, wrinkles, and so on.

There's another, longer discussion in this thread:
https://forum.allegorithmic.com/index.php/topic,6791.msg32752/highlight,sell+substance+share.html#msg32752


Section 3.4 in the license agreement seems to say "No" to my question.
https://www.allegorithmic.com/legal/substance-share
But in that longer thread, it was stated that the original intent was to have Substance Share items be free of any restrictions (other than not selling the substance itself as a product).
Last Edit: January 09, 2018, 10:56:52 pm
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If you redistribute that substance as part of the asset, it likely falls into the non-acceptable cases.
If the asset simply uses textures derived or exported from that substance, you should be in the clear.

Thanks for the reply, Jeremie.

Yes, the Substance would be included with the asset.  I'm pretty sure it would not be something you could extract* and then apply to a different model, but it would still be a distribution of the Substance, not just the resulting textures.

So... I will not distribute (sell) assets that include Substances downloaded from the Substance Share site.



*Even if it doesn't change the answer, I'm curious now and should test this to be sure.  I'm 95% sure you cannot extract Substances from iClone objects, but then again, I don't think I've actually tried.  Hmm...
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If you redistribute that substance as part of the asset, it likely falls into the non-acceptable cases.
If the asset simply uses textures derived or exported from that substance, you should be in the clear.

So as I understand it using just the mat from substance share or a smart mat would not be allowed but taking that mat as a base and either going thru Designer or painter to alter it is allowed? Am also wondering where people get the base to take into Designer to create smart mats?
Thanks,
Scott

If you redistribute that substance as part of the asset, it likely falls into the non-acceptable cases.
If the asset simply uses textures derived or exported from that substance, you should be in the clear.

So as I understand it using just the mat from substance share or a smart mat would not be allowed but taking that mat as a base and either going thru Designer or painter to alter it is allowed? Am also wondering where people get the base to take into Designer to create smart mats?
Thanks,
Scott
Yes, you can't re-sell assets as-is but you can if they are either part of a larger project like a game or a VR experience, or if they are used as a base for your won work or as part of a Substance Painter project, then that's fine.
Really it's just common sense rules. You can't grab something somebody gave for free, re-package it and sell it as your own.

Generally speaking I think it's a good rule of thumb that you shouldn't be asking money for something that another individual put, say, >25% of the work into without getting paid.
Esger van der Post.
Game design student and texturing addict.

Eggfruit's comment reminded me of a conversation in a different forum a while back.  A person there basically claimed that "making a change" was all that was required to make it your own.  I'm not sure about the letter-of-the-law legality, but ethically it bothered me.  If I took a large, complex Substance, and merely swapped one noise node with another, I would not be comfortable calling it "my" Substance and selling it.



Back to my original question here, I had no intention of selling the Substance as a stand-alone item.  I would apply the Substance to a model of my own creation.  And that Substance might only be a small portion of the overall texture set, so it would most likely represent a small portion of the overall prop.

Substance Share is a community sharing site, where we are free to use them as we wish.  My usage sort of fell into a middle ground.  I wasn't merely using the Substance in Painter to create a static set of textures, nor was I attempting to sell the .sbsar file.  I wanted to embed the Substance into another object in a way that the Substance's parameters could be adjusted by the end user, but the Substance cannot be extracted.

Would a free Substance from Substance Share enhance the value of the prop I sell?  Sure.  But it's not the core of it.  As I said, it seemed like a slightly gray area to me, so I figured I better ask.

I'm okay with the answer that's been provided to me for my situation.
Last Edit: January 15, 2018, 05:21:37 am
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Ah, right. That does sound a bit different from the leather sofa example you gave. If you're combining multiple materials in your asset it does feel like a grey area, since selling something like a small game with unedited textures would be fine. So fair enough.
Esger van der Post.
Game design student and texturing addict.

Please also remember that if you use Substance Share assets, you have to credit the author(s) in the new asset when you distribute it.

Cheers,
Director of Product Management & COO

Please also remember that if you use Substance Share assets, you have to credit the author(s) in the new asset when you distribute it.

Cheers,

Hi Nicolas, I have continued to be hesitant to use Substance Share because I have never really got my head around the license conditions and their implications.

(I am talking here about using substances to create object/terrain materials in my game, not the redistribution of the substances themselves.)

Two things I'm wondering, first is Source still using the Share-alike license? My understanding was that under this license any redistribution had to be under the same license. In theory meaning that my game, if using a substance share material, would need to be released under the share-alike license, which I can't really do. Is that a correct interpretation of the share-alike license?

My other question is to do with crediting substance authors. I may use many different substances in my projects, and if I use substance share I might end up using 10's (maybe 100's) of substances on different objects or parts of my scene for example. Would I need to keep track of each author and have them all listed in the credits for my game?

If that is the case it does put me off, I completely understand that in some cases an author will want to be credited for thier work, but there will likely be many, who would want to share some of their materials free of any additional requirements, is there some way you could let them signal on the substance share website that their substances are free to use without condition?

I'd like to use substance share there are lots of neat substances there but I find the potential need to credit so many different people a little offputting.

Thanks for any clarification.

You can use substances / textures from both share and source in your game, but do have to credit the original creators from share in some way. This credit doesn't have to be visible from the sale page of the game and can just be on a credits page accessible from the game menu or something along those lines. Just list them all in a group of, say, "small asset creators" or something like that.

I don't believe either share or Source uses a share-alike license. Simply do not directly provide anyone with the original, unedited files. If they are hidden somewhere in your game files it should be fine, since you don't directly give the files away as if people are allowed to use them for themselves.

Hopefully a staff member can jump in for clarification, but this is roughly the gist of it.
Esger van der Post.
Game design student and texturing addict.

Basically yes. Source materials can be used for any purpose without any need for credits. Only limitation is that they can't be redistributed as is.
Assets from Share can be used for any purpose as well, but the delivreable needs to include credits to the original authors somewhere. It can be a simple txt file in the game/project install directory that lists all the artists.