Substance Painter To Arnold for 3DS MAX - Import PBR Textures
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- เผยแพร่เมื่อ 10 ก.ย. 2024
- In this video i will show you how to import the Arnold textures in Autodesk 3ds max with arnold renderer that export from substance painter. The map textures will be used is BaseColor/Albedo, Emissive, Metallic, Roughness and Normal map.
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#Autodesk_3ds_max #Arnold #Substance_Painter
Thanks a lot, that really helped! The only thing I didn't understand was the opasity map. There are two problems with it: how to export them correctly from Substance Painter (someone said that I should make the glass black) and how to import them correctly to Max (auto or override). I tried both, but it didn't work (the glass is absolutely invisible) so I used physical material of glass in Arnold and it worked right. As long as I have normal glass without artifacts like cracks, dirt etc, everything is fine with arnold glass otherwise the problem is inevitable.
most engine use opacity map as (0,1) = 0(opacity) or 1(opaque) so i recoment separate the glass mesh and apply the glass shader separately. You still can link the dirt albedo(base color) with the separate glass shader...
Yes actually this is the proper way
Too informatibe thanks for the notes😊
Welcome yaa :D
Thanks for tutorial...
welcome yaa
Thanks mate really helpful
Welcome yaa :D
Where is the file from description?
Hi. Ive placed my normal map, but where do i put the height map?
sir can skip the height map, the normal map already give the Full details from high poly to the low poly...if sir still want to apply the height map then i belief its under displacement map option.in game world usually standard use is normal map, but for movies/films i think normal map or both normal map and height.
@@3dxmotion108 Okay, thanks for your help. Great video. One last thing. My white colour looks grey compared to how white it is in substance painter.
Is this something I need to adjust in substance or the lighting in max?
@@JaySamurai79 try rendring use arnold or vray, usually what show in viewport 3ds max is not real color of texture, the real color of textures is when you start render the model with Ray Tracing app like arnold/vray...and dont forget add lighting and adjust the exposure too, to get better result. The substance painter and 3ds max have difrent lighting environtment, but still all depend on the textures color output which exported from substance painter, so means you use latest RT rendering in max to get great result.
@3dxmotion108 Yeah I'm using Arnold in Max. I think I need to adjust the lighting so I'll play about with it. Thanks you've been a great help. If I have any more issues could I continue to ask for your help? Peace
@@JaySamurai79 welcome yaa...yup sir, anytime. 😀🙏
Hello,
Can you please tell me what to do if i have opacity map?
hi sir/mam pls scroll below the material editor, in below there is a slot called "Opacity" pls put the opacity map in opacity slot...pls watch the video in 4:55 minute, there is a slot opacity(below emmision color map)...thank you
Where to put opacity map, inside opacity or transmission?
hi sir/mam pls scroll below the material editor, in below there is a slot called "Opacity" pls put the opacity map in opacity slot...pls watch the video in 4:55 minute, there is a slot opacity(below emmision color map)...thank you
@@3dxmotion108 hey thank you so much for getting back. It was much needed. But as i was thinking, opacity in Arnold means transparency that is called transmission. Then should it be put under transmission as opacity has a slightly different purpose in Arnold. What do you say.
@@blush2717 yaa sir/mam, the transmission if im not mistake its for SSS map subscatters map and for opacity map must put in opacity slot.. if anything let me know i help yaa, thanks you
@@3dxmotion108 okay thank you so much. I will try and let you know. ☺️ Do you have any other social media account where we can easily talk and i can ask doubts? It will help me. Thanks man.
Can’t see no voice waste of time