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Adobe Employee
October 22, 2025

New in Beta: Meshes and 3D Materials, Oh My!

  • October 22, 2025
  • 6 replies
  • 1989 views

The Shapes of Things to Come

 

 

After Effects beta users, time to start building! 

 

We are excited to introduce two new 3D features that work well individually but even better together: Parametric Meshes and Substance 3D Materials. With their powers combined, you can now design beautiful 3D scenes rich in shape and texture natively within After Effects. 

 

AE’s growing toolbox of useful 3D features now includes an assortment of Parametric 3D Meshes, which is a fancy technical description for 3D shapes that you can use as building blocks for your compositions. These meshes include a Cube, a Sphere, a Plane, a Torus (mmm, donut), a Cone and a Cylinder, all of which can be customized to create a wide variety of looks.



 

Combining Parametric Meshes with Substance 3D Materials (aka SBSARs) can give your 3D meshes and models an exciting new look. SBSARs are dynamic, adjustable materials that can look like almost anything, natural or man-madeconstruction materials, a forest floor, sci-fi components, you name it. If you’re new to the world of Substance, they’re a lot like MOGRTs but for 3D materials... for example, SBSAR authors can add as many controls as they like, creating endless opportunities for customization! 

 

Both Substance 3D Materials and Parametric Meshes are available in After Effects beta Version 26.0.08 and later.




Making a Mesh of Things
 

 

Parametric 3D Meshes include a Cube, a Sphere, a Plane, a Torus (mmm, donut), a Cone and a Cylinder, all of which can be customized to create a wide variety of looks.




Getting Started 

 

You can add a Parametric Mesh to a composition in multiple ways: 

 

  • Start by locating the new Parametric Mesh tool in the tool bar.

 

 

 

  • With your desired shape selected, you can draw directly in the comp window, to place shapes where you want them, at whatever size you wish. 
  • Alternatively, choose the shape that you want to add from the Toolbar, then double-click on the shape icon to add the shape to the active composition with default settings. 
  • Or, in the Layer menu, you can choose a shape option from the new section at the bottom of the list. This will add the shape into the center of your active composition with default settings. 

 

Note: Parametric Meshes require the Advanced 3D Render Engine. If you attempt to access the Parametric Mesh menu using the Classic engine, you will see an alert with a prompt to change to the Advanced 3D engine. 

 

Shape Drawing Tips 

 

  • Drag anywhere in the comp window with your chosen shape tool to draw a parametric mesh. This should feel very similar to creating a shape layer. 
  • Constrain the X, Y and Z dimensions by adding the shift key as you drag. 
  • Adding the Command (Mac) or Control (Win) key will scale the new shape from the center instead of from the corner. 
  • Adding the Space Bar while dragging will temporarily interrupt the drawing of the 3D Shape and instead allow you to move the shape… releasing the Space Bar then goes back to the drawing behavior. This is a quick way to more precisely align elements while drawing. 
  • One mesh type, the Cone, behaves subtly differently from the other shapes, in that: if you draw a box by dragging down, the cone will point down, and if you draw a box from the bottom up, then the cone will point up.

 

 

 

 

  • When drawing meshes, elements will be center-aligned to one of the three cardinal planes: XY, XZ, or YZ. Which plane is selected is determined by the orientation of the camera, so by default you draw on the XY plane (the “back wall”) but if you tilt the camera down past 45 degrees, then you will draw on the XZ plane (the “floor”), similarly if you pan the camera to the right or left past 45 degrees, you will draw on the YZ plane (the “side wall”). 

 

 

Modifying Meshes 
  

In addition to the basic dimension of each shape, most 3D meshes also have bevel controls that allow you to round off the corners of an object to soften sharp edges. Most also have the ability to control the number of sides, so in addition to a default smooth-sided cone for example, you could reduce the number of sizes to 4 and create a square pyramid shape.

 

 

The Sphere, Cone, Torus and Cylinder shapes also allow you to carve out a slice from the object. If you want to build a pie chart, or animate a PAC-MAN, these are the controls for you. 

 

The Cylinder and the Cone have end caps that can be turned off if you want to see inside the object. Similarly, if you create a slice in an object, the slice caps can be turned off if you want to create a hollow-object effect.

 

Modification Tips 

 

The Cone shape is basically a cylinder with discrete radius controls at each end… you can independently set, bevel and animate the top and bottom of the cone for some creative results. Other shapes have global bevel controls that affect the whole object.


Pro Tip:
If you want a circular Plane instead of the default square Plane, don’t overlook the Plane's Corner Radius controls! Increase this value for rounded corners, crank it all the way up for a circular Plane, or set the Corner Sides to 1 if you want to create an octagon.
 

 

 

Intrinsic (Default) Materials 

 

Each 3D Object has an Intrinsic, or Default Material applied to it, so you can easily adjust properties like Color, Roughness, Metal… options that are similar to the material controls in legacy 3D elements like extruded text and shape layers. There are some new ones in here however, such as Emission Color and Emission Intensity, which allow you to mix colors on the objects in creative and interesting ways.

 



Substance 3D Materials



 

In addition to the Default Materials, you can import and apply Substance Materials (SBSARs) to 3D shapes. This opens up a staggering variety of creative options.

 

As a starting point you can find a large library of free SBSARs to explore through Substance Community Assets, and thousands more professionally-created materials are available with a Substance 3D subscription. Download, mix & match, and explore! You can of course also create your own materials using the Substance suite of tools. 

 

Working with Substance 3D Materials in After Effects is a slightly different workflow than you are probably accustomed to. 
 

To apply Substance 3D Materials to Parametric Meshes, follow these simple steps:

  1. Select a Parametric Mesh layer. 
  2. Choose your imported SBSAR in the Material Assignment section of the Timeline or Properties panel. 
    Note: THIS IS THE UNUSUAL PART. You do not need to add the SBSAR to the timeline... as long as the sbsar file is in the project panel, you can choose it as a Material assignment. 
  3. Refine how the material is applied by adjusting its Texture Offset (this shifts its position across the model or mesh’s surface, and the texture seamlessy wraps around to contiuously cover the shape), Rotation (around the native center of the texture) or Scale (around the native center of the texture). 
  4. Customize the material properties in the Properties panel. The myriad controls you may find here are unique to each SBSAR, and can produce a wide variety of looks.

Very Important Note: While Material Assignment options like Scale are specific to the layer or Mesh Selection, any changes you make to the SBSAR material itself are global changes and will affect every instance of that material in your project. If you’d like to customize just one instance, choose Duplicate and Assign Material in the flyout menu of the Material section of the Properties panel. This will create another instance of the material in your project and automatically assign it to the selected layer in place of the original.

5. Many materials also include helpful presets  that give you quick access to different looks. 

Note: Selecting a preset is local to the model, not a global change.

 

You can also apply Substance 3D Materials to imported 3D models with pre-assigned materials. How well this works will depend on the quality of the UV Maps in the model, but in most cases you will have complete freedom to customize the look of your models. 

 

For models with multiple assignable materials, choose which part of the model you want to apply the material to via the Mesh Selection menu in the Properties panel. You can also navigate to it by twirling open the layer in the Timeline.

 

 



Tip: 
Need to find some more materials? The same menu also includes a shortcut to browse free Substance Community Assets. 

  

SBSARs can currently be mapped to Parametric Meshes using two different methods, “Proportional” and “Stretch”. When you assign Substance materials with patterns to animated 3D shapes, by default the textures will maintain the material’s original proportions.  However, if you animate the mesh properties, that may cause the texture to slide around the shape, or it might create seams that are unsightly. Switch the Projection Mode from Proportional to Stretch to make it “stick” to a mesh, even as it changes size.

 

Proportional: The default setting attempts to preserve the underlying scale, aspect ratio and general integrity of the material texture. This looks great in many circumstances and should animate well if you are modifying the surface position of the material, for example if you want to create a conveyor-belt texture that moves smoothly along a beveled cube.. However, if you animate the underlying geometry of the shapes, Proportional can appear to “slide around” or produce seams in the textures that many be undesirable. 
 
Stretch: For shapes with animated or exaggerated properties (e.g. animated bevels) stretched can produce clean results with minimal visible seams. However, if your shape has an exaggerated dimension—a cube with a very long Y axis for example—the stretched texture may be noticeable. You can compensate for this with the Material Assignment > Scale property. 


Note: If a SBSAR has an Alpha Channel, the 3D Shape will render with appropriate transparency, which can produce some truly beautiful results. As a bonus, if you use a Spot light or Parallel light to cast a shadow on a 3D Object with an appropriate SBSAR, the alpha channel will be correctly rendered in the shadow.

 


 

While this article is lengthy, it is far from exhaustive. I hope it has inspired you to dive in and explore these deep new creative features in After Effects Beta, and let us know what you think! 

 

Notes for Testing 

  • Please try using Parametric Shapes in your scenes. 
  • Animate the different geometry and material settings and see how they feel. 
  • Download and apply a variety of SBSARs and try customizing their various settings. 
  • Please provide feedback on any misusing features that you feel are important. This is an evolving feature set and your feedback will help us determine which features to prioritize.

 

Images and videos by Brian Maffitt unless otherwise noted.

 

    6 replies

    Participant
    November 5, 2025

    Substance 3D Materials - Will this work for the text layer?

    Shebbe
    Community Expert
    Community Expert
    October 26, 2025

    Some more feedback. One thing that was a bit awkward to navigate is assigning materials. There is no browser with preview thumbnails of the sbsar files so if you load a whole bunch into your project, assigning them becomes very slow with only a dropdown menu.

     

    Perhaps in basic form solution, double clicking an .sbsar file opens the material in the Footage panel but projected onto a user selectable sphere, cube, cylinder or complex test object with some basic lighting and the ability to rotate/pan/zoom the view for better inspection.

     

    A material browser panel is also needed with some ability to drag/drop or other ways to quickly assign desired material to an object without having to pick it from a long list coming from a dropdown menu. 

     

    Maybe the dropdown menu itself should hold generated material thumbnails rather than text only?

    francoestrubia
    Participating Frequently
    November 13, 2025

    Think the only point of this is sell more substance. Why would anyone deal with this kind of workflow for some primitives? Even for the simplest task I will go to a real 3d enviroment (It's easier). I think after 20 years AE users are skilled on c4d, at least! Why even try a new set of tools that lead to a basic result? Add some enviroment or balls to composite? It's like AE becoming old on every update.

    Participant
    October 25, 2025

    As a non-3D artist who has never been able to get to grips with Blender, I'm a big fan of the ever increasing 3D support in AE - a software whose interface just "clicks" for me.

     

    I would love to see the ability to "cut into" these shapes (sorry to any actual 3D artists my ignorant language might be offending!) For example, if I want to make a rough TV shape, I can now very easily make a rounded cube with these new tools, but a slight recess in the front isn't possible. So instead I would have to essentially build the 5 non-screen faces of the TV with flat, rounded cuboids and then another cube inside. Cerintaly a million times more doable than it was before this update, but that feels like a good next step in my admittedly unculutred opinion.

     

    I would also like to be able to scale a taurus on one dimension - essentially a 3D oval outline. You can do this now with these new tools using the scale property, but it squishes the pipe - I want to be able to change the "vertical" diameter without affecting the horizontal dimeter or pipe size... I hope that makes sense!

    Inspiring
    October 27, 2025

    I am knowledgable with 3D software (3Ds Max) and agree that these new features in AE are nice for quick and dirty 3D setups.


    For your usecase, I suggest you take a look at Autodesk Tinkercad. It's a online and free tool for designing basic 3D models. You can then download in an appropriate format for AE. https://www.tinkercad.com/

     

    Also PS, in the 3D space, cutting into an object/shape is often called a boolean 🙂

    Shebbe
    Community Expert
    Community Expert
    October 24, 2025

    I think the prims work pretty well, it's nice that the layer is considered a native Mesh that can be changed to other prims after it's already created including retaining the settings used per type.

     

    So far I haven't found any issues with using .sbsar mats.

     

    One big issue with the renderer is still that it does internal display conversion. I get that this helps making it compatible with 8/16bit projects without any effort, but we need to be able to keep the rendere scene linear. The only way to composite this stuff now is by combining display referred data. But even in that context, the absence of any tonemapping inside the renderer make the appearance ugly and not match what you typically do to other media. Just a linear to 2.2gamma that even in 32bit projects clip at 1.0 isn't good enough.

     

    A scene lit by an hdr map as seen in the image top left. (with lin->2.2gamma) but also rendered in the BG as tonemapped.

     

    It's also not possible to work in Adobe Managed Linearized. Because of these internal shenanigans the scene ends up with 2.2 gamma applied twice.

     

     

    Shebbe
    Community Expert
    Community Expert
    October 24, 2025

    Oh and btw, this really needs to be solved. There is no point in having only 1 at a time! You need both at the same time while working in 3D.... It doesn't matter how it's solved but camera control should be available at any time via some mouse button + optionally holding modifier keys, regardless of what you're doing.

     

     

     

    VictoriaNece
    Community Manager
    Community Manager
    October 27, 2025

    As an alternative, you can use the 1/2/3 keys for camera navigation by enabling them in the 3D section of your Preferences so you can use Alt-drag for duplication. This will, however, mean you can't use the 1/2/3 keys as numbered marker shortcuts. 

    Shebbe
    Community Expert
    Community Expert
    October 27, 2025

    Yet another comprimise eh...

     

    1,2,3 aren't very universally standard nor intuitive/practical to use for viewport navigation. This should really be some combination of mouse buttons + modifier keys Shift/Alt/Ctrl. They are closest to rest position of your keyboard hand and given managing your 3D view is typically about 70% of your moment to moment flow when doing stuff in 3D this becomes significantly more important to get right.

     

    If I'd be really critical about it, 1,2,3 camera navigation option should also be removed from AE's existence. It's another pick and choose scenario for no reason. There are plenty other solutions and new users should not get used to such an unoptimized method.

     

    Has it ever been tested if for example making Alt Drag still work for both functions but the duplication only occurs if the Alt+drag operation is done starting from hovering over the gizmo? What about different modifiers? There are so many solutions to the problem that do not invlove making users choose either or.

     

    I really hope to see these issues being tackled with better design choices.

    Shebbe
    Community Expert
    Community Expert
    October 24, 2025

    This is heading in a good direction! I still need to dive into the whole feature set but I think if the idea is to push 3D toolsets into AE we really need to have a better units system to prevent working at undesireable scale levels for the renderer or materials. Maybe a puppet/human primitive for scale reference could also help. But also being able to work with cm/inch for example.