Substance 3D at Siggraph 2026
Join us for Substance Days, featuring a keynote discussion and an intimate fireside chat, plus a one-hour talk during Educator Days. You'll also find us on the show floor with live demos at partner booths.
Siggraph is the premier conference on computer graphics and interactive techniques worldwide.
Substance Days returns to SIGGRAPH with an afternoon dedicated to the future of 3D creation within the Adobe ecosystem.
Attendees will get a first look at the latest Substance 3D updates, including new baking features in Painter, the integration of OpenPBR across the Substance 3D ecosystem, and a live demo of Digital Twin creation workflows - with exclusive feature previews designed to accelerate your 3D pipeline. We'll also show how agentic AI is now empowering artists to work faster and create at scale.
Adobe Research will share new projects and highlight how the team collaborates across the Adobe ecosystem to bring cutting-edge capabilities to artists.
The afternoon closes with a fireside chat bringing together Adobe experts and guest 3D practitioners from across industries - design, animation, and advertising - to explore the rise of open standards in 3D production, share real-world experiences, and discuss what the future of open workflows looks like in practice. Don't miss our annual creative rendez-vous at SIGGRAPH.
Attendees will get a first look at the latest Substance 3D updates, including new baking features in Painter, the integration of OpenPBR across the Substance 3D ecosystem, and a live demo of Digital Twin creation workflows - with exclusive feature previews designed to accelerate your 3D pipeline. We'll also show how agentic AI is now empowering artists to work faster and create at scale.
Adobe Research will share new projects and highlight how the team collaborates across the Adobe ecosystem to bring cutting-edge capabilities to artists.
The afternoon closes with a fireside chat bringing together Adobe experts and guest 3D practitioners from across industries - design, animation, and advertising - to explore the rise of open standards in 3D production, share real-world experiences, and discuss what the future of open workflows looks like in practice. Don't miss our annual creative rendez-vous at SIGGRAPH.
SUBSTANCE DAYS KEYNOTE
Attendees will get a first look at the latest Substance 3D updates, including new baking features in Painter, the integration of OpenPBR across the Substance 3D ecosystem, and a live demo of Digital Twin creation workflows - with exclusive feature previews designed to accelerate your 3D pipeline. We'll also show how agentic AI is now empowering artists to work faster and create at scale.
Adobe Research will share new projects and highlight how the team collaborates across the Adobe ecosystem to bring cutting-edge capabilities to artists.
Adobe Research will share new projects and highlight how the team collaborates across the Adobe ecosystem to bring cutting-edge capabilities to artists.
Guido Quaroni, Senior Director of Engineering, 3D & Immersive, Adobe
Guido Quaroni currently works at Adobe as Senior Director of Engineering of 3D & Immersive. Prior to joining Adobe in January 2021, Guido Quaroni worked at Pixar for the last 24 years on a number of movies like “Monsters University” and “Toy Story 3” where he served as supervising technical director and more recently as the vice president of software R&D.
Nathan Carr, Vice President, Research, Adobe
His organization focuses on imagining and inventing the next generation experiences for creative designers. These deep innovations have transformed Adobe’s leading creative suite of products which include Photoshop, Illustrator, AfterEffects, Fresco, and the Substance suite among many others.
Wes McDermott, Director, Creative Technologist Firefly Foundry, Adobe
Wes McDermott is a 3D Artist and Creative Technologist on Adobe’s Firefly Foundry team, where he works at the intersection of production pipelines and emerging technology for film, animation, VFX, and consumer products. His focus is ensuring artists have control over the creative process and the tools they use.
Jérémie Noguer, Product Director, Substance 3D, Adobe
Jérémie Noguer has been a member of the Substance 3D team for nearly 20 years. He began his career as a Technical Artist, and later transitioned into the role of Product Manager for Substance 3D Painter, helping shape the product’s direction and evolution. He is currently leading the development of Substance 3D Stager, a staging and rendering application.
SUBSTANCE DAYS FIRESIDE CHAT
How 3D Standards Are Shaping Tomorrow's Pipelines
The afternoon closes with a fireside chat bringing together Adobe experts and guest 3D practitioners from across industries - design, animation, and advertising - to explore the rise of open standards in 3D production, share real-world experiences, and discuss what the future of open workflows looks like in practice.
The afternoon closes with a fireside chat bringing together Adobe experts and guest 3D practitioners from across industries - design, animation, and advertising - to explore the rise of open standards in 3D production, share real-world experiences, and discuss what the future of open workflows looks like in practice.
Katie Eyre, Senior Motion Designer, Dyson
Motion Designer with experience across product visualization, motion design and animation. Dedicated to improving end-to-end processes to make 3D work as consistent and true to the real world as possible. Working across Dyson to build bridges between experience designers, CG artists, CMF and industrial design.
Thomas Alberti, Creative Technologist, Doner
Thomas Alberti is a creative technologist at the advertising agency Doner. He builds emerging-tech pipelines that deliver content at scale. He began his career as a motion designer in NYC, steadily developing a skillset that spans animation, 3D, VFX, code, and AI.
Moderated By:
Guido Quaroni, Senior Director of Engineering, 3D & Immersive, Adobe
Guido Quaroni currently works at Adobe as Senior Director of Engineering of 3D & Immersive. Prior to joining Adobe in January 2021, Guido Quaroni worked at Pixar for the last 24 years on a number of movies like “Monsters University” and “Toy Story 3” where he served as supervising technical director and more recently as the vice president of software R&D.
ADOBE AT DIGIPRO
July 18, 9:00AM | JW MARRIOTT
July 18, 9:00AM | JW MARRIOTT
The Digital Production Symposium
DigiPro brings together the world’s premier creators of digital visual effects, animation, and interactive experiences.
Engineers, scientists, artists, and filmmakers share ideas, insights, and techniques that bring innovation to real-world production.
Adobe is proud to be a PLATINUM sponsor of DigiPro.
EDUCATORS DAY SESSION
JULY 20, 2026 | 9:00am - 10:00am | Room 411
JULY 20, 2026 | 9:00am - 10:00am | Room 411
The AI Inflection Point
What It Actually Means for the Next Generation of 3D Artists
Generative AI has not removed the 3D artist from the pipeline; it has compressed the path to a finished result and, in doing so, raised what counts as an entry-level baseline. The tools are now ubiquitous in education, yet structured learning has not kept pace — leaving a widening gap between what programs teach and what students can already produce on their own with AI-assisted and real-time tools.
This panel brings together a university educator, an independent working artist with a large self-directed-learning audience, a CG production veteran, and an industry strategist to confront an unresolved question: when AI absorbs the technical execution of surface and material work, what is left for educators to teach, and how should curricula rebalance? The discussion is deliberately tool-agnostic — procedural, generative, and real-time workflows are treated as competing philosophies of creation rather than as products — and is designed to send educators home with concrete, defensible positions to test in their own classrooms.
Alwyn Hunt, Head of Education Partnerships, 3D & Immersive, Adobe
Alwyn Hunt works as a 3D Business Developer within 3D&I division at Adobe he is also the co-founder of The Rookies, a community for non-professional digital artists. He worked as a character texture artist in the visual effects industry for over 20 years and has worked at several studios around the world.
Matt Dombrowski, Professor of Emerging Media, Assistant Director of UCF’s School of Visual Arts & Design, and Creative Director of Limbitless Solutions.
His work blends digital art, animation, immersive technology, and inclusive design to create expressive bionic arms, training games, and storytelling experiences for children with limb differences. Recognized as an Adobe and Forbes Creator to Watch in AI, Matt champions creativity as a force for accessibility, empowerment, and positive social impact.
Ken Ouelette, Director of Product Design, 3D& I, Adobe
Prior to joining Adobe, Ken worked for more than a decade at Microsoft working on Xbox, Windows, and Power Platform. He’s also held key roles and VFX and feature animation studios and has leveraged his deep expertise in 3D, big data, and production pipelines to lead the team designing for Adobe’s 3D and immersive products.
BIRDS OF A FEATHER SESSION
JULY 21, 2026 | 9:00am - 10:30am PDT | Room 513
JULY 21, 2026 | 9:00am - 10:30am PDT | Room 513
3D Jobs Outside of Entertainment - A Panel by The 3D Artist Community
DescriptionEver thought about taking your 3D skills beyond entertainment but had no idea where to start?
Join a panel of working 3D artists who've built careers outside of VFX, gaming, and animation. They'll share how they made the leap into industries like fashion, product visualization, automotive design, motion graphics, and more.
Whether you're curious about a pivot or just want to know what's out there, this conversation will open your eyes to how far your skills can take you.
Come with questions!
Join a panel of working 3D artists who've built careers outside of VFX, gaming, and animation. They'll share how they made the leap into industries like fashion, product visualization, automotive design, motion graphics, and more.
Whether you're curious about a pivot or just want to know what's out there, this conversation will open your eyes to how far your skills can take you.
Come with questions!
Michael Tanzillo, Head of 3D Tech Artists & Solution Consultants, Adobe
Michael works with enterprise teams across retail, fashion, footwear, and consumer products to build scalable pipelines that combine 3D, AI, and marketing technology. Outside of Adobe, Michael is the creator of The 3D Artist Newsletter and founder of The 3D Artist Community (3DAC), where he helps artists better understand the rapidly evolving world of 3D workflows, generative AI, and creative technology.
ACM SIGGRAPH 365
JULY 19, 2026 | 2:15pm - 3:15pm PDT | Room 404 AB
JULY 19, 2026 | 2:15pm - 3:15pm PDT | Room 404 AB
Early Career Development: Kickstart a Career in Computer Graphics – Resume, Reel & Industry Insights
The ACM SIGGRAPH Early Career Development Committee (ECDC) Resume and Reel Review program has long supported students and emerging professionals through mentorship, portfolio feedback, and year-round career development programming.
In this interactive panel discussion, ECDC brings together industry professionals from fashion, enterprise visualization, infrastructure, product development, and creative technology to discuss the many pathways available within modern 3D careers beyond traditional entertainment pipelines.
Panelists include leaders working in apparel visualization, immersive media, enterprise 3D workflows, AI-assisted production, and digital product creation. Together, they will share practical insights into resumes and demo reels, hiring expectations, portfolio strategy, networking, mentorship, and adapting creative skills across evolving industries and technologies.
Rather than a traditional lecture, this session is designed as an interactive conversation shaped by audience questions and discussion. Attendees will have the opportunity to engage directly with panelists on topics including career transitions, breaking into new industries, building sustainable creative careers, and navigating the rapidly evolving landscape of 3D tools and workflows.
Whether attendees are students, emerging professionals, or experienced artists exploring new directions, this session offers an opportunity to gain real-world insight from artists and technologists actively shaping the future of 3D across multiple industries.
In this interactive panel discussion, ECDC brings together industry professionals from fashion, enterprise visualization, infrastructure, product development, and creative technology to discuss the many pathways available within modern 3D careers beyond traditional entertainment pipelines.
Panelists include leaders working in apparel visualization, immersive media, enterprise 3D workflows, AI-assisted production, and digital product creation. Together, they will share practical insights into resumes and demo reels, hiring expectations, portfolio strategy, networking, mentorship, and adapting creative skills across evolving industries and technologies.
Rather than a traditional lecture, this session is designed as an interactive conversation shaped by audience questions and discussion. Attendees will have the opportunity to engage directly with panelists on topics including career transitions, breaking into new industries, building sustainable creative careers, and navigating the rapidly evolving landscape of 3D tools and workflows.
Whether attendees are students, emerging professionals, or experienced artists exploring new directions, this session offers an opportunity to gain real-world insight from artists and technologists actively shaping the future of 3D across multiple industries.
Featuring:
Michael Tanzillo, Head of 3D Tech Artists & Solution Consultants, Adobe
Michael works with enterprise teams across retail, fashion, footwear, and consumer products to build scalable pipelines that combine 3D, AI, and marketing technology. Outside of Adobe, Michael is the creator of The 3D Artist Newsletter and founder of The 3D Artist Community (3DAC), where he helps artists better understand the rapidly evolving world of 3D workflows, generative AI, and creative technology.