Could someone enlighten me with setting up a material based on Substance created textures? My efforts are way to glossy or look rubbery
Were would _metallic usually go?
I not that clued up on Blenders nodes so I'd thought I'd ask
Substance designer materials
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Please upload a testscene that allows developers to reproduce the problem, and attach some images.
Please upload a testscene that allows developers to reproduce the problem, and attach some images.
- Egert_Kanep
- Posts: 237
- Joined: Tue Mar 13, 2018 10:34 am
Re: Substance designer materials
Substance usually creates textures like this. these gamma values should be also set in blender nodes, expect normal, that does it for you
Basecolor - srgb/gamma2.2
Roughness - gamma 1
Metallic - gamma1
Normal - gamma 1
Height - gamma 1
All technical maps are linear. Color is in srgb just because it is easier to work with like this.
Metallic map can be used in mix material node to mask materials. I did some testing some time ago and I got fairly similar results with substance without any major tweaking.
Basecolor - srgb/gamma2.2
Roughness - gamma 1
Metallic - gamma1
Normal - gamma 1
Height - gamma 1
All technical maps are linear. Color is in srgb just because it is easier to work with like this.
Metallic map can be used in mix material node to mask materials. I did some testing some time ago and I got fairly similar results with substance without any major tweaking.
Re: Substance designer materials
It seems a bit weird to me that your metallic map is pure white?
Re: Substance designer materials
Awesome, thank you I will give it a go
I have a load of tiles which have this white texture, that's why I was a bit confused how to use it
I have a load of tiles which have this white texture, that's why I was a bit confused how to use it
Re: Substance designer materials
I would do it like in the attached screenshot.
However, I'm a bit unsure about the roughness texture. The roughness input of the disney principled shader is not linear (for better artist control), so if this texture was created for a disney shader, it will not match when used on LuxCore materials. You'd have to use a band texture to map it back to linear in this case (see the disney paper for the specific formula they use for their roughness input).
However, I'm a bit unsure about the roughness texture. The roughness input of the disney principled shader is not linear (for better artist control), so if this texture was created for a disney shader, it will not match when used on LuxCore materials. You'd have to use a band texture to map it back to linear in this case (see the disney paper for the specific formula they use for their roughness input).
Re: Substance designer materials
In Thea the metallic is a layer mask.. kinda useless with it being pure white, the lower layer does nothing
Thanks guys I'm giving it try now
Thanks guys I'm giving it try now