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Substance Painter to 3ds Max: Arnold
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- เผยแพร่เมื่อ 20 ม.ค. 2019
- Showing my workflow from Substance Painter to 3ds Max Arnold.
I demonstrate using a mesh that consists of height details, opacity and emission alongside the usual PBR detail maps.
Website: jordanyounie.com/
Artstation: www.artstation...
Jordan Younie
Hey guys, thanks for watching. If you require more help or have any questions feel free to join my discord: discord.gg/TzxAHG42MT
Amazing! Thankyou!
This is an extremely informative video and very well done. Thank you ! I will say that this is a significant amount of work compared to the Substance Painter to V-Ray pipeline. Even without the custom SubstancePainter to V-Ray script, the V-Ray workflow is much faster when doing everything manually.
Arnold is half the price of V-ray so I'm still considering it... it's a huge savings month to month. My V-Ray trial is ending so I need to purchase either V-Ray or Arnold and I'm torn. This video helps me see how this should be done if I decide to go with the more economical Arnold option. Thanks again !
Yep, I prefer VRAY too but you need Arnold or Physical Material to use the glTF exporter from Babylon.js, so alas, I'm learning Arnold. ;)
Subscribed right away, thanks!
Your tutorial solved my issues :) Thank you!
Amazing video! thanks! :)
Great stuff!
Thanks for this vid, it's very helpful
THANK YOU SO MUCH
What if Substance Painter doesn't export everything I need?
on export from substance I get flat black for metallic, flat gray for roughness, and flat grey for height. What would correct this?
After installing Arnold 5 there is no flush cache option in Arnold menu
Hi! Thanks for the tutorial. May i ask you something: Im working on a project and i exported an AO Map from substance painter, where shoul i plugin that map?
Hey, sorry for the late response I didn't receive any notifications. There is an Ambient occlusion map you could try (Maps > Arnold > Surface > Ambient Occlusion) plug your AO 'texture' into the spread and plug the AO 'map' into a multiply (Maps > Arnold > Math > Multiply) with your base color 'texture' and then finally plug that into the base color of your standard surface material. You could also just use the AO map without a texture and let Arnold bakes its own at render time (There is a bunch of settings you can tweak within the AO map). I haven't worked with these before I could investigate further and make a video if you are still having issues.
@@fusions3d Thanks for your help Jordan! New Subscriber here.
But why override? I notice that it works better with it, but what´s the reason behind it? Thanks in advance from Madrid, Spain :)
The color data gets corrected to look right on the base channel because it's information changes based on a multitude of factors gamma correction is kind of a pain. The other maps hold non-color information, for instance the normal map has directions, metalness holds micro-facet information about how rough the surface is, transmission is blocking information based on opacity not color and emission does basically the same thing with glow. If you notice transmission_color shares the gamma correction too.
What map you use for the height
Your height details in substance painter should be exported into your normal map. If your after displacement details you can use your height map with the displacement properties in the Arnold properties modifier (Shown towards the end of the video).
Helpful video, but your audio is extremely quiet and you almost seem to be whispering. Hard to hear ya sometimes even with max volume and headphones.
Well-explained though. What about AO maps? Thanks!