Substance Painter To Maya Workflow | Rendering in Arnold Tutorial |
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- Опубліковано 26 сер 2024
- Hello Everyone, hope you are all doing well. In this video I will show you, how to export textures from Substance Painter to Autodesk Maya and render it out in Arnold. Here you will learn about the exact settings of importing Substance Painter materials to Maya. You will also learn how to set up lighting for proper rendering in Arnold.
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Substance Painter to Autodesk Maya Tutorial Video.
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#substancepainter
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really nice , please make more videos on realistic rendering in easy way in arnold
I am glad you liked it. Sure, I will make some more videos like this.
@@sunitdrozario Thankz . want more video on rendering
@iffat 96 Sure will do it. Make sure to subscribe and click on the bell icon to get the notification whenever there are any new video in my channel. 😊
Nice, very helpful
I am Glad it helped 🙂
I AM FACING ISSUE WHILE APPLYIMG HEIGHT MAP IN MAYA
Hi Aman, may I know what kind of issue you are facing?
I know. After applying height we can't see that in render. That's the problem. I faced same in 3ds max also 😑@@sunitdrozario
@sheenakataria1333
Height map is to create a displacement or bump effect on your 3D model. The exact steps can vary depending on the software you are using. I use Autodesk Maya, so here are the general steps for applying a height map in Autodesk Maya:
Open your scene: Make sure your model is loaded in the scene.
Assign a material: Select the object you want to apply the height map to and assign a material to it (e.g., a Lambert or Arnold Standard Surface material).
Open the Hypershade: Go to Windows > Rendering Editors > Hypershade.
Add a Displacement Node: In the Hypershade, create a Displacement node (for Arnold, you would use aiDisplacement). Connect this node to the Displacement Shader input of your material's shading group.
Load the Height Map: Connect your height map texture to the Displacement node. For Arnold, you can use the aiImage node to load your height map.
Adjust Displacement Settings: In the Displacement node, adjust the Scale and other parameters to achieve the desired effect. You may need to tweak these values based on the intensity of your height map.
Render Settings: Ensure that displacement is enabled in your render settings. For Arnold, go to Render Settings > Arnold Renderer > Subdivision and Displacement Attributes and make sure displacement is enabled.
Render your scene to see the displacement effect applied to your model. And then adjust the displacement settings as per your need.
I hope this will help. If you have any other doubts, feel free to ask me in the comment section.
It says that it has selected all textures to render but I don't see the base color file listed. How do i render that
While exporting, you can choose the texture maps from the output templates on Substance Painter.
You can check out the video link down below :
ua-cam.com/video/_LNMF8jlPzk/v-deo.htmlsi=pX3GR9zwI0ICfJYU
@@sunitdrozario Thank you for getting back to me. I'll check out the video.
@@aimannadeem4366 your welcome 😊
thankyou
Your welcome 😊.
bro! make video how to take model from maya to z brush please!!!!!
Yes sure
So I have a doubt ..........
why you didnt assign height map in arnold although you had it in you folder? is it useless if we have normal maps or any other reasons? plz someone explain it to me & thanks in advance for clarifying it to me ....... CHEERS 🙂
If you are adding normal map in an object then there's no need to add height map, bump map and displacement map.
Whare the height texture apply
If you are applying normal map then no need to add height map again. While both normal and height maps give our low-poly models the appearance of more detail, they are used for distinctly different purposes.
The most obvious difference is that height maps are greyscale only, because they only portray height differences. Black is 'down', white is 'up', and 0.5 gray means no change of height.
Normal maps, on the other hand, do not contain any height information whatsoever. Instead, they contain angle information. They are colorful because the RGB value tells the renderer which direction the slope is facing and how steep that slope is.
The most important advantage of this is that we can use angle information to artificially bend edges of adjacent faces toward each other to produce a beveling effect. This cannot be done with only height information, because the renderer would have no way of knowing in which direction the edges should be bent.
I hope this clears your doubt. If you want I can make a video on the difference between normal map and height map. Just let me know in the comment if you need one. 😊
how finally we can export with on pbr rough for arnold rendering ?doesnt matter nothing change ??
@DUBARD Mickael You can export in pbr metallic rogh or pbr speculation glossiness. Both will give you same results in most of the rendering engines.
How to testure in substance painter?
I have couple of videos in my channel that can help you. you can look into these links.
Texturing Videos :
ua-cam.com/video/no3aA-PkikY/v-deo.html
ua-cam.com/video/fG0VQZ-oYfc/v-deo.html