Author Topic: Substance Painter 2 Profile and Starter Guide  (Read 63997 times)

2016-04-04, 01:15:18
Reply #15

guest_guest

  • Guest
I ran a ".mat file to lower version" script on the .mat file. See if it works.

got error on max 2013 x64 !!

2016-04-04, 02:18:39
Reply #16

dubcat

  • Active Users
  • **
  • Posts: 425
  • ฅ^•ﻌ•^ฅ meow
    • View Profile
I had a friend save the .mat file in 2013. Give it a try.
             ___
    _] [__|OO|
   (____|___|     https://www.twitch.tv/dubca7 / https://soundcloud.com/dubca7 ( ͡° ͜ʖ ͡°) choo choo

2016-04-04, 02:28:42
Reply #17

guest_guest

  • Guest
I had a friend save the .mat file in 2013. Give it a try.

well ... thanks a lot ... i'll convert it to procedural script ;)

2016-07-11, 08:52:54
Reply #18

Njen

  • Active Users
  • **
  • Posts: 557
    • View Profile
    • Cyan Eyed
Thanks for this guide, dubcat!

Do you use the IOR map from Substance Painter at all?

2016-07-11, 20:00:29
Reply #19

dubcat

  • Active Users
  • **
  • Posts: 425
  • ฅ^•ﻌ•^ฅ meow
    • View Profile
Do you use the IOR map from Substance Painter at all?
No :) I like to keep my materials as simple as possible

I use
IOR 1.33 (2% Reflectivity) Rough stone, Leather, white walls, fabric, mud etc.
IOR 1.42 (3% Reflectivity) Some leather, Polished stone, Some plastic.
IOR 1.50 (4% Reflectivity) Plastic

EDIT:
Added Reflectivity %.
« Last Edit: 2016-07-11, 22:03:42 by dubcat »
             ___
    _] [__|OO|
   (____|___|     https://www.twitch.tv/dubca7 / https://soundcloud.com/dubca7 ( ͡° ͜ʖ ͡°) choo choo

2016-07-14, 09:14:03
Reply #20

Njen

  • Active Users
  • **
  • Posts: 557
    • View Profile
    • Cyan Eyed
Great :)

Also, are you assuming that all non-metal surfaces come under the plastic workflow? For example: wood, stone, organics, etc? What about glass?

2016-07-15, 23:16:37
Reply #21

dubcat

  • Active Users
  • **
  • Posts: 425
  • ฅ^•ﻌ•^ฅ meow
    • View Profile
Hey again

I usually use 1.33-1.66 (2%-6% Reflectivity) for glass.
Dielectric is a better word for IOR 1.5. Use it as a base, if the material is still looking kinda off, turn it down to 3% and then 2%.
Some render engines like Octane use 1.3 (2%) as default.

In Refraction I almost always leave it at 1.5 (4%).

edit:
Fixed typo.
« Last Edit: 2016-07-16, 02:46:10 by dubcat »
             ___
    _] [__|OO|
   (____|___|     https://www.twitch.tv/dubca7 / https://soundcloud.com/dubca7 ( ͡° ͜ʖ ͡°) choo choo

2016-07-19, 03:25:07
Reply #22

Njen

  • Active Users
  • **
  • Posts: 557
    • View Profile
    • Cyan Eyed
Thanks for those values.

With the new GGX fix for glossiness in the upcoming 1.5 release, how will that effect material set ups? I guess at the minimum the 'GGX Fix' curve on the glossiness map can be removed, right? Would there be anything else that can be simplified?

2016-07-19, 04:42:18
Reply #23

dubcat

  • Active Users
  • **
  • Posts: 425
  • ฅ^•ﻌ•^ฅ meow
    • View Profile
In 1.5 you can drop both "GGX Fix" and "IOR Fix".
The "IOR Fix" is 50% done in the daily builds, there is still a black border they need to remove.

Everything else will stay the same :)
             ___
    _] [__|OO|
   (____|___|     https://www.twitch.tv/dubca7 / https://soundcloud.com/dubca7 ( ͡° ͜ʖ ͡°) choo choo

2016-07-19, 06:04:15
Reply #24

Njen

  • Active Users
  • **
  • Posts: 557
    • View Profile
    • Cyan Eyed
Fantastic, thanks again!

2016-07-21, 17:20:30
Reply #25

JulioCayetano

  • Active Users
  • **
  • Posts: 46
    • View Profile
Just wanted to give a big thanks for this incredible post... All this info well explained and all together... Awesome!




2016-07-23, 04:44:07
Reply #26

dubcat

  • Active Users
  • **
  • Posts: 425
  • ฅ^•ﻌ•^ฅ meow
    • View Profile
Just wanted to give a big thanks for this incredible post... All this info well explained and all together... Awesome!

Thanks man, really appreciate it :)

------------------------------------------------------

Reflectivity / IOR sheet
LINK TO SHEET HERE, you have to make a copy to make changes!



I keep telling people to leave "Reflection Level" at 1, no matter what. Until Corona 1.5 this couldn't really be done, because the GGX was capped at 0.3 glossiness, and no matter what glossiness you used, F0 didn't dim. To compensate for this you had to reduce "Reflection Level", and fake the IOR. (or use my IOR LUT)
Corona 1.5 has finally fixes this issue, we still have the black rim of death around our objects (for now), but we can dim F0 with glossiness, aka PBR material.

So how can you use my sheet to convert your "none PBR" materials to PBR ?
Maybe you have reduced the "Reflection Level" value or maybe you have used a Bitmap, maybe both ?. This is how you fix it!

How to fix a material with reduced "Reflection" Bitmap
This material has 1.52 IOR and a bitmap in "Reflection".



Take a printscreen of this bitmap and paste it in Photoshop.
Create a rectangle selection



Do a Blur > Average



Sample this value



Input the values into my sheet. The IOR is actually 1.44 (About 3% Reflectivity).



How to fix a material with reduced "Reflection Level" value
First of all, I want to say that this is NOT how I would create a metal.

So we have 0.5 "Reflection Level" and 10 IOR.



Input the values into my sheet. The IOR is actually 3.75



So what have we learned ? Leave Reflection Level alone ! Just leave it alone :'( (Not at 0, but at 1!)

« Last Edit: 2016-07-24, 14:29:34 by dubcat »
             ___
    _] [__|OO|
   (____|___|     https://www.twitch.tv/dubca7 / https://soundcloud.com/dubca7 ( ͡° ͜ʖ ͡°) choo choo

2016-07-24, 15:49:05
Reply #27

Juraj

  • Active Users
  • **
  • Posts: 4743
    • View Profile
    • studio website

So what have we learned ? Leave Reflection Level alone ! Just leave it alone :'( (Not at 0, but at 1!)



Actually, there is even a benefit to never using level. This picture proves it, that while 'IOR 10, level 0.5' and 'IOR 3.74 1.0' has the same average specular reflectance, the latter has actual fresnel effect towards edge (stronger intensity).

Other renderers call the 'level' a 'weight' as it's meant more as a B&W mask, for example to use with cavity map, and fake no reflection there. It's not supposed to be used for modulating intensity.
Please follow my new Instagram for latest projects, tips&tricks, short video tutorials and free models
Behance  Probably best updated portfolio of my work
lysfaere.com Please check the new stuff!

2016-08-01, 16:05:56
Reply #28

Njen

  • Active Users
  • **
  • Posts: 557
    • View Profile
    • Cyan Eyed
Hey dubcat,

I am currently using the latest daily build 'Corona_2016_07_26', and I am not getting the beautiful looking metal similar to when using 1.4 with your curve fixes. For example, I'm trying to get a simple copper, and as I understand, this is what I am currently doing:
Diffuse Level - 0
Reflection Level - 1
Reflection Colour - 0.573, 0.238, 0.12
Fresnel IOR - 1.1 (value taken from the internet)
Glossiness - 0.861

This material is looking really dull. But if I plug in your 99999 IOR Fix into into the Fresnel IOR, then I get a good looking result. What are your thoughts on this?
« Last Edit: 2016-08-01, 16:09:45 by Njen »

2016-08-01, 17:04:15
Reply #29

dubcat

  • Active Users
  • **
  • Posts: 425
  • ฅ^•ﻌ•^ฅ meow
    • View Profile
Hey man

The 1.1 IOR you found online is for "Complex IOR".
Corona can only handle "Simple IOR". You have to disable IOR with 999 (and get ugly tint) or use the "999999999999 IOR Fix".

Complex IOR with Siger Plugin (Correct)




Metal Falloff to simulate Complex IOR (Correct)




Color in Reflection (Incorrect)
eeeeew nasty stuff, compare in a new tab.


             ___
    _] [__|OO|
   (____|___|     https://www.twitch.tv/dubca7 / https://soundcloud.com/dubca7 ( ͡° ͜ʖ ͡°) choo choo