Save Share Favorite. The content of the folder need to be this one. Create a shelf button in Maya with the following Python command. Choose the folder that contains your Substance Painter textures Click Get to open a dialog and choose the folder By default, the tool uses the sourceImages folder of your project. Enter the textureSet name and the map name of one of your textures.

Use existing ones If the tool find shaders named like your textures's textureSet, and if the shaders are the ones used by your renderer, the textures will be plugged in those shaders, instead, nothing will append.

Click this button to search for the textures and create the second part of the UI. Click the Re-launch button if you've changed the texture folder, the naming convention, the renderer, or after you've moved new textures in the Texture Folder and want to use that changes.

Based on your Naming Convention, the tool will create lines On the left are the found maps, and for each name, a dropdown menu is created on it's right to let you specify in which parameter you want to plug that map. The script automatically purpose parameters for usual maps I.

If enabled, the height maps will be used as bump maps if there's also a normalMap, both will be used. If enabled, you can add subdivisions to the meshes or materials depending of your render engine. As the script uses the textureSet as the material name, I recommand you to export your FBX to substancePainter with the name of the material instead of the name of the object. This way the exported maps will have your material's name as part of their name and you can use it in the textureSet part of the script.

Search text goes here. Limit search to Preview results not available when checkboxes ticked. Compatibility: All Software 3dsmax after effects alias autodesk viz blender body paint cinema4d combustion digital fusion final cut flame lightscape lightwave maya modo motion nuke painter photoshop renderman rhino3d shake sketchup softimage vray xsi zbrush.

Substance Painter To Vray 3dsmax

Author: No results. No additional search filter options. After Effects Version: 1. Alias Version: 1. Autodesk Viz Version: 1. Blender Version: 1. Body Paint Version: 1. Cinema4d Version: 11 12 13 Combustion Version: 1. Digital Fusion Version: 1. Final Cut Version: 1. Flame Version: 1. Lightscape Version: 1. Lightwave Version: 1. Maya Version: 1.I"m also interested in output for Arnold possibly Mental. Do you imagine the maps would plug in similarly?

Any thoughts would be appreciated. I'm pretty sure SP has an Arnold export option, but I assume it may use the same if not similar maps. If I try to invert it in Photoshop I get different maps No use at all? Let me know, thanks! If the Vray export setting works you don't need to adjust any maps, they're ready to go.

No metallic maps aren't used in Vray. I am using the vray export maps too and I can't wrap my head around the fact that the reflection map is white for the none metallic material, do you know why? Same here Cant figure out for the life of me why this is happening Why do you have 3 shaders in SP, could you share your max scene with material setup? Do you mean the TextureSet List?

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This is an easy way to apply seperate materials to certain areas of the object s without masking etc. I got every map to convert right from the roughness, metallic workflow except for the Ior. Do you have to paint the Ior your self? No the IOR map is automatically generated at export. Check out the post below from Nic, has great info. Going to be trying this tonight for a project. Are people still having issues?

substance painter height to vray

Nice post. I am happy to visit your blog. Thank you so much for sharing. Anyone else getting that?Hello everyone, I have a problem duh with rendering textures from substance painter in Vray.

This might take a while to explain, im using substance painter version 1.

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Ive baked maps in substance, inserted glossiness, reflection and ior channels, done the textures normally and exported with vray checked as config. On the Finger A everything works normal, the reflections below the cream paint are showing nicely and everything is as it should be, however, on the Fingers B and C reflections are showing up as black.

I did exactly the same process as i did on the first finger and i keep getting the same result in render. The only difference between the fingers was when i finished texturing Finger A i created a smart material from it and just applied it to Fingers B and C with minor seed changing. I did the same process for black parts of the fingers and shiny steel roller parts and its working completely fine on those parts, on all fingers.

Ive tried literally everything i could think of, creating the material from scratch on Finger B, rebaking maps, opening new maya scene and trying the render there, rendering with an HDRI backplate, ive even put the same custom smart material i used on rollers without any issues on the problematic area and it also turned out with no reflections at all image included, plus screenshot same material in painter.

Then i thought it must be the problem in geometry, so i took the maps from Finger A and applied them to Finger B and there was reflection albeit the uvs didnt match at all but still, it wasnt matte black. I compared the maps from Finger A to Fingers B and C and they are virtually identical except the uv layout, screen shot included. Ive tried putting the Finger B in the exactly the same position as Finger A thinking that maybe light angle is affecting the reflections and it was still the same story.

Froyok WWW. Just to be sure I'm following : does the materials looks fine on all the fingers in Substance Painter? Therefore I don't think it's an issue with Painter itself but more with your rendering setup in Maya. Reply 1 on: April 12,am. Don't forget your log file. It can be exported from the Help menu of the software.

I figured out what the problem was.

substance painter height to vray

I changed the format to TIFF and it worked without a problem every time. Thanks for the help in any case. Reply 2 on: April 12,pm. Sometimes okay, and sometimes flawed? Or was is user error, or something else?

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Reply 3 on: April 12,pm. It seems a safe bet to stick with TIFF from what ive seen. Reply 4 on: April 12,pm. Thanks for the reply. I'm thinking it would be good if a developer could look at your file and see if it's exporting correctly or if you've discovered a problem that needs fixing.

substance painter height to vray

Reply 5 on: April 12,pm. Np, i think it wouldnt be a bad idea to set the default format for exporting as tiff when someone selects vray config. Reply 6 on: April 12,pm. Would it be possible to have a look at your substance painter project? Also can you attach your log file BOgnjevic? Reply 7 on: April 13,pm.I was looking for a step-by-step tutorial on how to export materials from Substance Painter to V-Ray Next.

Although the concept of dealing with PBR maps is generally easy to understand, different implementations of physically based shaders makes this difficult.

VRayMtl node in slate editor in 3ds Max for example, has several inputs, and it is less than obvious how to plugin exported maps to it. So, let get our hands dirty! Please note that I am using the latest Substance Painter as of writing which is This version of Substance Painter has several key improvements in the export window.

Here is a lovely Cessna which I textured in Substance Painter. The UDIM tiles allow several texture tiles to be allocated to a single material, making managing larger materials easy. In the Settings tab we have several output templates. I really recommend familiarize yourself with the Output Templates tab. To modify existing presets, I recommend to duplicate them by right clicking, thus creating a custom ones and leaving the originals intact. I often use additional BlendingMask channels that I added to my own template.

You can create gray or color slots from the buttons on upper right corner, and then drag and drop input maps to them. After you are done making your tweaks here, click Export in the Settings tab and open 3ds Max and Slate Editor. It can be found under Rendering menu and under Material Editor section. It looks very much the same as what I saw in Substance Painter. It can be found in under V-Ray section. Simply drag and drop it to the Slate Editor.

Here is the settings that we need to make in order to make V-Ray understand the metal-roughness workflow we have used. What this does is it simply inverts the glossiness map, as roughness is inverted glossiness.

Hold on, I will explain how to plugin the map shortly.Read times. So I know how to hook up a displacement map in Arnold. But the midpoint is based on a gray value, so even areas that should have no displacement 'puff up' the model. The answer is likely in the Alpha Scale and Alpha Offset, or the spread between them. But I'm not sure the correct, or consistently correct settings to use. In Zbrush, you can generate a displacement map with the midpoint set to rgb 0,0,0, so it doesn't bump where there's no detail.

Thanks, B.

3ds Max: Substance to V-Ray Workflows

Hi, I recommend to change the default connection and change some parameters: - Connect the generated image the file node of course through its Alpha Out output into the Displacement shader. The surface is where it should be. Here is a version where the scale value is much greater. Displacement value:Alpha Offset: By the way I recommend to use tga not png format. Cheers, D. Reply 1 on: November 29,am.

Last Edit: November 29,am. Quote from: ddankhazi on November 29,am. Reply 2 on: November 29,pm. Head of Substance Demo Art Team the3dninja adobe. Quote from: Wes McDermott on November 29,pm.

Reply 3 on: November 29,pm. Last Edit: November 29,pm. Quote from: ddankhazi on November 29,pm. Reply 4 on: November 29,pm. Alireza Nateghi. And I tried it and it was working better than Reply 5 on: February 16,am. Out of curiosity, is it Isn't there a parameter in the displacement node to change the midpoint?

Is it the same thing then modifying the texture's alpha offset? I can not find a definitive answer on the official documentation.In this course I cover the complete workflow to take assets textured in Substance Painter and accurately represent them using Vray renderer.

This course is aimed at both beginners and more experienced users who want a hassle-free A-B workflow with no guesswork or hacking involved. The course consists of 6 parts, and 2 short bonus videos, totaling 70mins of real-time instruction. See it in your library. No Yes. Gift details:. Valid Thru. Full name. You'll need an account to access this in our app.

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Substance Painter PBR to V-Ray 3.6 (no plugins)

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How to use the V-Ray shader in Substance Painter 2020.1

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If nothing happens, download the GitHub extension for Visual Studio and try again. The content of the folder need to be this one. Create a shelf button in Maya with the following Python command. Choose the folder that contains your Substance Painter textures Click Get to open a dialog and choose the folder By default, the tool uses the sourceImages folder of your project.

Enter the textureSet name and the map name of one of your textures. Use existing ones If the tool find shaders named like your textures's textureSet, and if the shaders are the ones used by your renderer, the textures will be plugged in those shaders, instead, nothing will append. Click this button to search for the textures and create the second part of the UI. Click the Re-launch button if you've changed the texture folder, the naming convention, the renderer, or after you've moved new textures in the Texture Folder and want to use that changes.

Based on your Naming Convention, the tool will create lines On the left are the found maps, and for each name, a dropdown menu is created on it's right to let you specify in which parameter you want to plug that map.

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The script automatically purpose parameters for usual maps I. Use height as bump If enabled, the height maps will be used as bump maps if there's also a normalMap, both will be used Use height as displace If enabled, the height maps will be used as displacement maps Add colorCorrect node after each file node If enabled, the tool will add a colorCorrect node after each file node Add subdivisions If enabled, you can add subdivisions to the meshes or materials depending of your render engine.

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As the script uses the textureSet as the material name, I recommand you to export your FBX to substancePainter with the name of the material instead of the name of the object. This way the exported maps will have your material's name as part of their name and you can use it in the textureSet part of the script.

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Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Strangenoise [minor] UI correction. Git stats 47 commits. Failed to load latest commit information. View code.