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Substance designer materials
Posted: Thu May 09, 2019 8:18 am
by nigec
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

Re: Substance designer materials
Posted: Thu May 09, 2019 8:40 am
by Egert_Kanep
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.
Re: Substance designer materials
Posted: Thu May 09, 2019 8:53 am
by B.Y.O.B.
It seems a bit weird to me that your metallic map is pure white?
Re: Substance designer materials
Posted: Thu May 09, 2019 8:58 am
by nigec
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
Re: Substance designer materials
Posted: Thu May 09, 2019 9:14 am
by B.Y.O.B.
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).
Re: Substance designer materials
Posted: Thu May 09, 2019 9:30 am
by nigec
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
