Mythic3D opened this issue on Jul 19, 2016 ยท 6 posts
Mythic3D posted Tue, 19 July 2016 at 6:30 AM
Hi all,
I recently downloaded the 30-day free trial of Substance Painter to try it out and I am attempting to figure out the best node setup to use the maps it provides in Cycles. Below is what I have right now and I am looking for some opinions on if this looks like the right track, or if there is a better way to do this. The model is just something I made in about five minutes to play around with and I only put very basic materials on it in Substance Painter as a first test.
The green box is four of the many maps you can export from Substance Painter. I can also export a height map and I thinking about adding that feeding into the normal input of the two PBR shaders as a bump map to add a little extra detail, but it wasn't worth it on this simple model. The blue box is two groups I created following Cynicat Pro's YouTube videos on PBR in Blender.
LuxXeon posted Tue, 19 July 2016 at 9:09 PM
Not sure if you've seen this yet, but perhaps something in this video will help?
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Mythic3D posted Tue, 19 July 2016 at 10:06 PM
No - I had not seen this and it didn't turn up in any of my searches. Thank you! I'll take a look and see if it helps.
Lobo3433 posted Mon, 08 August 2016 at 2:03 PM Forum Moderator
He has a new one out that goes into more detail that really has me considering getting the rent to own version of Substance painter and Substance designer tools for a very reasonable price plus he create and sells SP2BLEND: Substance Painter Shader that makes connecting the shaders from Substance painter into blender a bit easier he mentions it in the new video it is a bit longer than the one LuxXeon mentions below
LuxXeon posted at 2:59PM Mon, 08 August 2016 - #4276446
Not sure if you've seen this yet, but perhaps something in this video will help?
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
Mythic3D posted Mon, 08 August 2016 at 6:41 PM
I watched the one you linked to originally, but the newer one you referred to really helped me out a lot more. I am using his techniques from this video: How to create a grimy barrel scene in Blender and Substance Painter for a piece I am currently working on for the weeklyCGchallenge on Facebook. I may still look into the node setup he is selling but the basic setup he goes over at the start of the new video seems to work very well as a starting point. His tip on putting the substance painter roughness maps through a math node (power^2) to get them to work better with Cycles turned out to be really key.
Here's my image so far (still lots to model and texture and some things to fix, plus obviously the final will have much more samples - this is just an early test render) with textures from substance painter on the desk, hat, books and walls (I also used it to create bump and roughness maps for dust on the bottles but you can't really see it in this test).
Lobo3433 posted Tue, 09 August 2016 at 9:32 AM Forum Moderator
Think it looks great I really like the contrast between the lighter wood and darker wood truly think it is a fine job
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page