![]() ![]() tx, plug it into a file node, give it the RAW color management and plug it into the normal map slot of an appropriately named Shader. Use the preview pane in the Hypershade to tweak your material, make sure the render mode on it is set to Arnold and not Hardware. Although we’ll be using Substance, Maya/Arnold, you should be able to follow along in any PBR supported application that uses the Metal/Roughness shader model. So if your texture was named fireHydrant 01_NRM_4k_v0001.#.tx it would look for any file named “* NRM_. For this walkthrough, we’ll be prepping our texture maps in Substance Painter and then setting up our shader in Maya/Arnold using the Metal/Roughness shader model. You’d just have to be sure you always named them the same. Substance Painter to Arnold texture connections and settings (standard connections) Export Textures from Substance Painter using the Arnold 5 (aiStandard) Config - save textures as. Maps exported from Substance painter using the Arnold 5 export preset will be converted to OpenGL. As you can see, the substance render has 'texture' on the materials, but the Maya render is just a solid color I set the BaseColor file into 'Color', the Metalness file into 'Metalness' and set 'Alpha is Luminance'. ![]() ![]() You could also make a script where you point to a directory, and the script creates file nodes based on the textures saved in that directory and plugs them into an AiStandard based off their name. This is the Maya render using Arnold, and this is the render in Substance Painter using iRay. If you project is set to use DirectX normals and you export using the 'Document channels + Normal + AO (No Alpha)' export, the normal will use DirectX. It’s not sexy at all, but it could do the job. If you export maps from Substance Painter using the Arnold 5 export preset, the normal map will be converted to OpenGL. Every time you have a new set of substance maps for a material, import the shader and load those files. ![]() Plug in a bunch of empty file nodes based off their color management profiles into the appropriate spots of an AiStandard, name them appropriately and export that shader. You could set up your own “Substance Shader” in Arnold. Arnold 1 MarvelousDesigner 1 Maya 1 Substance Painter 1 TipsAndTricks 4 argonian 2 article 9 characters 1 fantasy 5 game-art 1 hyperrealistic 1. ![]()
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