Author Topic: Substance Painter 2 Profile and Starter Guide  (Read 64016 times)

2016-08-01, 18:37:51
Reply #30

Njen

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Rightio, I now am confident in what to do! Thank you so much for being clear with your responses, sometimes it takes a bit for things to soak into my head -_-

2016-09-16, 11:02:48
Reply #31

romullus

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Hey dubcat, so i finally decided to try your export profile for SP2 and must say it works so much better than the one that ships with Painter. Render in Corona with textures exported from your profile, looks almost identical to render with Iray in SP2. I'm very happy with it and want to say big thanks for your effort!

Anyway, attaching my results and shader setup tree. Can you look at it and see if there's anything wrong or can be improved, because i've read your guide, but couldn't figure how to include complexIOR or custom falloff in metal material.

I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-09-16, 17:30:08
Reply #32

dubcat

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Thanks man.

You want to create a falloff map like this and plug it in Reflection.
The curve is an average of different metals, so it's pretty universal. Tweak it left or right.

You can always create a pure metal with ComplexFresnel, but it's really time consuming to find the correct color.

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2016-11-06, 14:18:32
Reply #33

mb

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Hi dubcat..thanks for this great guide and also for texture exporter. I'm a student and i'm trying to learn something more about this kind of stuff.
I have a question for you. is this exporter and all the process still valid for the last version of substance painter (2.4.1) ?

2016-11-09, 17:21:07
Reply #34

dubcat

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Hey man, haven't been much active online the past few weeks.
I just did a test with 2.4.1 and everything is working as it should :)
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2016-11-10, 01:50:33
Reply #35

dubcat

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The official one is still using a custom curve that tries to match Corona 1.4
You need to use the exporter from this thread if you want proper 1.5 maps.
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2016-12-15, 09:30:23
Reply #36

hulpesergiu

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Hey dubcat!

Really awesome guide!

I have a question, I downloaded your material, and noticed that it doesn't have the PBR mode checked, is it because it's made with corona 1.4? Or you did that for a specific purpose?

Also, I am creating my materials in substance designer, but I can't find any way to customize the bitmap exporter. There are some options when using the Basecolor/Metallic/Roughness converter (standard, vray, corona), do you have any tips for this? Or do you think it would be better to just import the material in substance painter and export from there?

2016-12-16, 21:18:25
Reply #37

dubcat

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Hey man
Been busy lately, need to take a stroll through the forum and respond to people.

is it because it's made with corona 1.4?
yes :)

I can't find any way to customize the bitmap exporter.
I would recommend that you create all the outputs once, and save it as a template. That way you can load that template file and have everything ready.
Corona is behaving as alShader now, so everything should work out of the box. Create output nodes for diffuse, glossiness, normal, displacement, metalness (for masking), albedo (for reflection color) and IOR.

edit:
I always work in metalness, and then use the metalness to specular converter node (vray preset) to auto generate glossiness and IOR.
« Last Edit: 2016-12-16, 21:27:49 by dubcat »
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