Author Topic: Substance Painter with Corona in 3ds Max  (Read 6127 times)

2021-03-31, 12:45:44

Tedmurniey

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Hey Users!

How are you? I was wondering if there is any way to use Substance Painter with Corona and if there are any tutorials? I am looking especially for metallic materials.

Recently I created material with Substance and exported textures using Corona Preset and plugging everything to Corona MTL but I am nowhere near the desired effect. I found this tutorial:

https://forum.corona-renderer.com/index.php?topic=16525.0

However, I have no idea where the 'Metallic Mask' was taken from?

Thanks,
Matt


2021-03-31, 14:56:27
Reply #1

romullus

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Corona preset won't give you metallic mask since it use IOR map for metalness. Personally i don't like it's result. I export textures with PBR metal-rough preset and plug them into layered material setup, similar like in your aforementioned tutorial. I use metallic texture for layered material mask.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2021-03-31, 15:34:48
Reply #2

John.McWaters

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Corona preset won't give you metallic mask since it use IOR map for metalness. Personally i don't like it's result. I export textures with PBR metal-rough preset and plug them into layered material setup, similar like in your aforementioned tutorial. I use metallic texture for layered material mask.

I've seen several metallic materials that are composed using the layered material. What are the benefits of this, and is this an accurate way to create a metallic texture?

2021-03-31, 15:42:18
Reply #3

Tedmurniey

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Thanks Romullus! Just to clarify: are you using the PBR textures to plug them to Corona MTL and then to layered material + metallic texture as mask? I have set it this way:

(Base Mtl)
Metalic:
BaseColor---->Falloff---->Refl Color
Roughness---->Refl.Gloss
Normal--->Bump

(Layer 1)
Dielectric:

BaseColor---->Diffuse
Roughness---->Refl.Gloss
Normal--->Bump

(Mask 1)
Metallic Map (inverted)


Sadly, the previewed material does not give me desired metallics. Am I doing something wrong?

The second preview is a screenshot of the same Material using the Corona presets from Substance.
« Last Edit: 2021-03-31, 15:46:38 by Tedmurniey »

2021-03-31, 16:08:50
Reply #4

romullus

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Here's some points where you can be making mistakes.

#1 make sure that you're loading base colour texture with automatic gamma and every other texture with gamma 1
#2 plug dielectric material to base slot and metallic material to layer 1, that way you don't need to invert metallic mask.
#3 don't forget to invert roughness mtexture - Corona material expect glosiness.
#4 disable diffuse colour (0) and IOR (999) for dielectric material.
#5 you don't have to use falloff map for metallic material, but if you do, make sure that colour 2 is fully white.
#6 (alternative) download V7 daily build and forget all the hassle with complicated layered material setup. V7 has new physical material which accepts PBR maps directly without any modifications needed.

« Last Edit: 2021-03-31, 19:14:20 by romullus »
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2021-03-31, 16:12:32
Reply #5

romullus

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Corona preset won't give you metallic mask since it use IOR map for metalness. Personally i don't like it's result. I export textures with PBR metal-rough preset and plug them into layered material setup, similar like in your aforementioned tutorial. I use metallic texture for layered material mask.

I've seen several metallic materials that are composed using the layered material. What are the benefits of this, and is this an accurate way to create a metallic texture?

I'm not sure if i understand your question correctly. Using layered material for PBR textures that contains metalicity is fairly accurate. As for benefits, i guess it depends to what you compare.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2021-03-31, 17:38:47
Reply #6

Tedmurniey

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Hey again Romullus!

The V7 build with the Corona physical material seems to be working pretty damn nice as you mentioned. Do you mind telling me any special tricks there?

I plugged Basecolor into Base
Roughness (gamma 1) through color correction to Base rough
Metallic texture (gamma 1) to Metalness
And the Bump (gamma 1) through Corona normal (not sure if needed).

Thank you for all the help!

2021-03-31, 19:13:06
Reply #7

romullus

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There's no special tricks with physical material, you just plug PBR textures into corresponding slots and everything should work. Your setup looks correct and yes, CoronaNormalTexmap is still needed.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2021-04-04, 11:28:16
Reply #8

Tedmurniey

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Thank you very much for everything Romullus!

Happy Holidays,
Matt

2021-04-04, 15:06:06
Reply #9

romullus

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Glad to help you!
I'm not Corona Team member. Everything i say, is my personal opinion only.
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