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[C4D] I need help! / Re: Substance Painter to Corona C4D
« on: 2018-10-01, 17:01:49 »I hope I could help and before I send you a third pm because my memory is like swiss cheese:
Try using a different pbr shader like unreal or unity and you'll notice that there's a huge difference. Also, don't forget to turn off the post-processing effects. It might look better with them, but you'd have to recreate the settings when you're going to render it.
And now something very unorthodox....why not render it in Iray? It's pretty fast and inside SP you are just one click away.
Thanks Eddoron. Will have to play with unreal and unity shaders. I really need to render with Corona because I am going to animate this thing in the end. There are a lot of small parts inside the gun that I plan on just throwing some quick Corona materials on. I won't be UV unwrapping every object, as there are probably 100 parts haha.
I'm no Substance guru but if you want a second set of eyes on it I can take a look. You're welcome to use the private uploader in my signature. No harm in trying I guess.
I appreciate it beanzvision! I'm going to try a few more things tonight, but if I get really stuck, I can send you file!
I think i see several issues in your material setup. The first three steps are critical.
- it looks that your maps are loaded linearly and with the "gamma 1.0" node you're actually adding gamma 2.2 That is major issue and it is breaking whole material. Only diffuse and metal color textures has to be in gamma 2.2 - all others should be linear. Try to remove "gamma 1.0" node from IOR, normal and glossiness textures and plug it to diffuse and metal color.
- blending amount for all layers in layered material should be 1.0, not 0.5 like in your case - blending should be controled only by the mask.
- glossiness texture should be plugged to metallic material as well
- unless you specifically authored IOR channel in painter, IOR texture can be omitted. Just leave default fresnel IOR for dielectric and crank IOR to the max for metallic. If C4D has fallof node, it is preferable to use it in metallic material.
- if you would swap layer order in layered material, you could discard invert node before blend mask. Although ths is not esential and will work fine as it is.
- make sure that bump strength is set to 1 or 100% when using normal maps (should be set by default in Corona material).
Remember, that if you want to get as close as possible results to Substance Painter, you have to use exactly the same HDRI with the same rotation, especially when metallic materials are involved.
Yeah the whole gamma/color profile is very confusing to me :( I'll try just bypassing the gamma 1.0 nodes and using linear profile. Yeah it's looking like the IOR maps I am getting out of substance is throwing everything off. I think I'll just get rid of the map and crank up the IOR to like 12. I didn't even think of using the same HDRI map...yikes!
I am going to mess with this more tonight and will get back to you all with results. Thanks again!! This is very much appreciated!