Substance To Blender: 01 - Exporting textures and material setup | Adobe Substance 3D

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  • Опубліковано 8 лип 2024
  • In this video we take a look at how to export textures from Substance Designer and setup our base material in Blender for rendering in Cycles.
    Download the Substance Designer .sbs file on Substance Academy. academy.substance3d.com/cours...
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    Substance To Blender: 01 - Exporting textures and material setup | Adobe Substance 3D
    • Substance To Blender: ...

КОМЕНТАРІ • 87

  • @AncientEntropy303
    @AncientEntropy303 4 роки тому +18

    Thank you for supporting all of us Blender users!

  • @SaschaUncia
    @SaschaUncia 4 роки тому +13

    I'm so excited to see Blender being adopted by the industry. I can only imagine where we will be several years from now.

  • @Quantumspace23
    @Quantumspace23 4 роки тому +27

    Wow, I can be the first to thank you guys for putting out videos about the Substance and Blender workflow. Awesome.

    • @Substance3D
      @Substance3D  4 роки тому +2

      Thanks much! So glad to hear you like the videos. Blender has been a lot of fun to work with.

  • @nightwintertooth9502
    @nightwintertooth9502 2 роки тому

    Very useful! Thank you! I can now serve up compatible texture packs for cycles thanks to this tutorial.

  • @mazensaeed2018
    @mazensaeed2018 4 роки тому

    Clean, on-point tutorial. Thanks a lot

  • @ValeGoG
    @ValeGoG 4 роки тому

    Большое спасибо :)

  • @darioquizhpi7221
    @darioquizhpi7221 4 роки тому +1

    I love this content 😍

  • @jameshughes3014
    @jameshughes3014 4 роки тому +1

    Thank you for this.

  • @dossantos_films
    @dossantos_films 4 роки тому +1

    Yes!!! I've been waiting for this!

    • @Substance3D
      @Substance3D  4 роки тому

      Hope you like the course : )

    • @dossantos_films
      @dossantos_films 4 роки тому

      @@Substance3D it's really good! I've used to connect the displacement map exported via substance in a bump node into principal BSDF and in a displacement node into Material Output. Knowing now that I can use the normal map as the normal input and the displacement directly in the material output just by changing the settings in the material (like shown in the video), makes it a lot easier and gives a better result in my view.

  • @Montuawake
    @Montuawake 2 роки тому

    awesome!!! it was a important video for me. thank you

  • @bohdan_lvov
    @bohdan_lvov 4 роки тому

    That's super sweet!

  • @TripleGlanceLA
    @TripleGlanceLA 4 роки тому

    Thank you! Thank you! Thank you!

  • @BhanuSingh-xq1rx
    @BhanuSingh-xq1rx 4 роки тому

    thank you for the tutorial

  • @NCHEstudio
    @NCHEstudio 3 роки тому

    Ok... This is COOL for adobe

  • @massivetree7937
    @massivetree7937 4 роки тому

    Great video Wes.

  • @varkenvarken
    @varkenvarken 4 роки тому +2

    Nice tutorial! One small thing: the stuff with drivers is clever but also a bit invisible when you look at a noodle. I think overall using a single input value and just linking up the tiling and displacement with a few nodes makes it easier to understand a shader. But that's just my preference :-)

    • @Substance3D
      @Substance3D  4 роки тому +1

      Thanks for the tip : ) Indeed the driver does hide what is happening.

  • @sab7ir
    @sab7ir 4 роки тому

    WoW... its supper helpful... 😄😄

  • @rangerRick9895
    @rangerRick9895 3 роки тому

    AUTOMATE TEXTURE LOAD FOR THE WIN

  • @RonMayland
    @RonMayland 4 роки тому

    Yeah, hooray for Wes

  • @Schild3rmal3r
    @Schild3rmal3r 3 роки тому

    I've just finished your tutorials about creating my first material in Designer. The one where you make your own dirt ground. (Which was amazing btw) I tried exporting this to Blender the way you showed and everything worked kinda fine, but the material on the plane just doesn't look as fantastic as it did in Substance Designer. Displacement and everything works but the geometry just doesn't fit. Twigs, Pebbles, Bumps in the ground don't show up the way they should :T
    My PC isn't really the best so using cycles it also takes a lot of time to render when I change something which is another problem. But what can I do about that geometry issue?

  • @medvosa
    @medvosa 2 роки тому +1

    Could you please create a full-step manual with simple model workflow from blender to substapce (painter+designer) and then to unreal?

  • @graemeh6345
    @graemeh6345 4 роки тому +1

    Thanks for the videos Wes. When I change my displacement setting, my height is no where what you show on your video, and it's at 1. Any idea why that would be. I actually have to change it to about 3 in order to see what you're showing. How do you show displacement in the 3D window in SD, again? Also at 9:32, how do you see that tiling (global) information in the properties window (I must be a bit daft and can't seem to get that to show). Appreciate the help in advance!

    • @Substance3D
      @Substance3D  4 роки тому +1

      Glad you liked the video. Thanks much : ) The height displacement not being the same value is mostly likely caused by a difference in mesh size. I had used a 25x25 meter plane. If you are using a different size mesh it will mostly likely be a different height scale. In SD, you can view displacement by using the tessellation shader. In the 3D view go to Materials>material name>physically_metallic_roughness>Tessellation. Then you can get to the properties by going to Materials>material name>Edit. Under the height category in the properties you will have Scale setting.
      The tiling / height scale I showed in Blender is automatic in SD. When you set the tiling, it will adjust the scale automatically. Tiling is found in the properties for the material. Materials>material name>Edit and Under Global you will see tiling.

    • @graemeh6345
      @graemeh6345 4 роки тому

      @@Substance3D Thanks very much for the explanations!

  • @khalil-oe9nd
    @khalil-oe9nd 4 роки тому +11

    it will be super if u creat pluging for blender

    • @jaigrant-williams7736
      @jaigrant-williams7736 4 роки тому +1

      Sadly a substance staff member already said its currently not possible,
      forum.substance3d.com/index.php?topic=25872.0

    • @DisgruntledPigumon
      @DisgruntledPigumon 4 роки тому

      khalil خليل Yes, a plug-in would be great.

    • @ChristinaMcKay
      @ChristinaMcKay 4 роки тому +3

      @@jaigrant-williams7736 that answer in the forum is kind of nonsense. The Blender license system just states that a plugin that uses the API or works directly inside Blender has to be under the same license as Blender itself. So the code is free for everyone to use and change. Them saying they can't do it just means they don't want to create a plugin under the GNU license. With emphasis on the word want.
      Don't get me wrong, I am a huge fan of Substance but that answer is just misleading because it reads like it is not possible.
      Btw the Livelink addon by Xolotl which is mentioned in that answer is great. Not free, but it speeds up the workflow so much it is worth every single cent for me.

    • @jaigrant-williams7736
      @jaigrant-williams7736 4 роки тому

      Christina McKay oh cool, I know nothing about licensing so thank you for the info, but I actually switched to Houdini so I guess I’m fine either way now

  • @tdesercey
    @tdesercey 3 роки тому

    Shout out to my man for having box cutter and hard ops.

  • @Meteotrance
    @Meteotrance 4 роки тому

    Big thanks Wes and the substance Team for that, it make my export on blender more easy, now i need to found a way to manage the new UNITY HDRP texture systéme, seems to be complicated now, what append to the add on on unity ?

    • @Substance3D
      @Substance3D  4 роки тому +1

      So glad you liked the tutorial : ) Thank you!
      For Unity, our plugin now fully supports HDRP so you could take this material and export and sbsar file from Designer and the Unity plugin will pack the maps to match the Unity HDRP shaders.

    • @Meteotrance
      @Meteotrance 4 роки тому

      @@Substance3D i need to practice more with there new node, HDRP still confused me, i have also some stability issue in unity, but your plug-in and also export on substance painter, already work fine, i just to know the trick to have a correct opacity on fabric material, back then it work fine, now it's a new learning curve.

    • @Meteotrance
      @Meteotrance 4 роки тому

      but anyway thanks for the big support, you give to us, it's sometimes hard to manage new stuff.

    • @Substance3D
      @Substance3D  4 роки тому

      Thank you! Please let us know if you need help : )

  • @overficial
    @overficial 4 роки тому

    Hi, thank you for this tutorial, some nice information here. It took me some time to figure out I had to load the 25m mesh in the 3D viewport of designer but that's certainly just me :)
    Also, why do you use a 25m plan to display a texture that looks like 2m that you will tile 4 times resulting in something like 8m? Just for demonstration purpose? When we work directly on the hi-res plane, what size should we assume it is? And what about the normal map strength in blender, you don't touch it when I feel it's often what I need the most to mess with...
    Anyway thank you, this already helped me quite nicely :)

    • @overficial
      @overficial 4 роки тому

      No answers?
      I think this tutorial teach an interesting workflow but it's substance designer based and most of the time we use substance designer to make general use textures with exposed parameters, not mesh specific textures. And even more speaking of alchemist or substance Source textures. It's a real problem when you try to make substances look the same in blender (it's the same problem in 3dsmax, the plug-in doesn't really help last time I checked). What is the real good workflow? Or is trying and guessing on the normal map strength and displacement strength the real good workflow? Are we really suppose to import our mesh in designer to synchronize the scale?

    • @Substance3D
      @Substance3D  4 роки тому +2

      Very sorry for late response : ) A common workflow is determine a pixel per meter ratio and then base the texture on a texel density to achieve this. The Texel Density is the amount of texture resolution on a mesh. This will make sure that you have consistent scale and quality across all textures.
      You can measure your geometry to determine the world scale and compute your textures to properly cover this scale based on a pixels per meter. Texel Density is affected by mesh scale, UV shell size and texture map size.
      In this video, I didn't do this specifically. For demo purposes I set an arbitrary scale for my mesh and worked off that scale between Designer and Blender to keep it simple.
      For example, I could have determined I want to set 512 pixel per square meter. This value comes down to how large your asset will be in the scene among other factors. To find my tiling value, I could then measure my plane which is 25x25 meter. This means I need to have my texture occupy 12,800 pixels (512 * 25) at 512 pixels per meter. If using a 4096 texture, I can then determine my tiling as 12,800 / 4096 = 3.125 tiles. I used 4 tiles in the video. I could also have used a 2048 texture size and tiled 6 times to get a similar result with a lower resolution texture that uses less memory.
      Here is a great resource to learn more leonano.artstation.com/projects/qbOqP

    • @overficial
      @overficial 4 роки тому

      @@Substance3D thank you very much for this detailed answer. I will definitely spend some time studying it and the article linked is also very interesting. I dislike quite a lot the try and guess method I have to use right now ;)

  • @ahmedabdalla6581
    @ahmedabdalla6581 3 роки тому

    Hello bro! great tutorial, I just have a question please.
    1-Why do I've to export maps to Blender and render them again there on my mesh if I already have the maps from substance painter and could be collected as 1 map through Photoshop, meanwhile my game engine allowing me to bake on mesh which means I can just bake the maps then add them to PS to make them 1 together to generate 1 map for the mesh piece that I've.
    2- Does the rendered maps in blender comes out with better resolution and better quality than those who are collected and added into Photoshop as one?
    3- Is this method applicable for mesh clothes ?
    Note: my game engine that I make stuff for is called Second Life, if you ever heard about, just mentioning.
    Peace!
    Thank you in advance :)

    • @Substance3D
      @Substance3D  3 роки тому +1

      Thanks! Glad you liked the video. You don't need to go through blender for rendering. This video is to showcase exporting the textures for rendering a still image in Blender. In your case, you can export the maps for use in your game engine directly.

  • @caste215
    @caste215 3 роки тому

    I might be falsly remembering, but wasn't the toggle between DirectX and OpenGL on the normals node already in place at the time of this video, negating the need for the Normal Invert?

    • @Substance3D
      @Substance3D  3 роки тому

      Yes we do have a toggle option now. I will often use the invert in cases like this so it's easier to see in the graph at a glance that there is a normal change. The best option would be to create a parameter that drives the toogle on the normal node.

    • @caste215
      @caste215 3 роки тому +1

      @@Substance3D Thanks for the reply and tip. Sometimes it's easy to misremember a feature as always there

  • @ryanmassiah
    @ryanmassiah 4 роки тому

    Can you do a series of this for C4D, and Redshift?

    • @Substance3D
      @Substance3D  4 роки тому

      Thank you for this suggestion : )

  • @white_sky_11
    @white_sky_11 4 роки тому +3

    If we can use .SBS directly in Blender that would be very helpful.

    • @educate3d
      @educate3d 4 роки тому +1

      Because of blenders open source nature it would require substance to expose their code. They have said plenty of times they will not be doing this only for that reason. It’s bible and makes sense. However this workaround works just as fine. This is something the community should work on

    • @voster77hh
      @voster77hh 4 роки тому +2

      @@educate3d BS proprietary crap - just define an API and import format to forgo code exposure. They even restricted their Autoation toolkit to enterprise licenses. Actually it's better to rebuilt what Substance3D does and just avoid the future pains here

  • @codeBlock786
    @codeBlock786 2 місяці тому

    hey, what is the different between substance painter and substance designer?

    • @wes.mcdermott
      @wes.mcdermott 2 місяці тому

      Hi, Painter is an app for painting directly on 3D models and Designer is for creating tiling base materials. Designer also can create fully procedural materials. The materials you create in Designer can be used in Painter.

  •  4 роки тому

    Good tutorial! Quite painful still... So many steps to consider only for a simple render.

    • @Substance3D
      @Substance3D  4 роки тому +1

      Thanks! Please let me know if you got lost in the process. Happy to help.

    • @ChristinaMcKay
      @ChristinaMcKay 4 роки тому

      Hi Luis. Try the Livelink addon by Xolotl. Makes things much easier.

  • @max_nadolny
    @max_nadolny 3 роки тому

    Why Plane (hi-res) in SD doesn't behave the same way as plane created and imported from blender? To get the same hight offset with Plane (hi-res) scale should be set to 10 (not 0.5 like in blender!). It's just a plane, right. All the subdivision(tessellation) does SD. So what is the difference?

    • @Substance3D
      @Substance3D  3 роки тому

      The plane scales could be different. The scale of the plane will affect the settings for the displacement.

    • @max_nadolny
      @max_nadolny 3 роки тому

      @@Substance3D Do you mean plane size, not the scale, right?! Because plane created in blender has scale 1 and size 25x25m. I don't know size and scale of plane (hi-res) in SD, because it's impossible to see it in SD. Some of my thoughts. 1) It'll be good if all meshes in SD have correct size/scale to always match height scale in blender and other 3d apps. 2) It's possible to create SD addon for blender, like you did for the other 3d apps, without sharing the code of sbsar format etc. Private part could be placed in compiled C/C++ binary library and then used in python wrapper methods. I can do this if you wish.

    • @Substance3D
      @Substance3D  3 роки тому

      I am referring to the 3D plane size. The geo in Designer was created in 3ds Max so the scale is different than blender. The meshes in SD are created as 100x100 units.

    • @max_nadolny
      @max_nadolny 3 роки тому +1

      @@Substance3D Hi. This is totally incorrect, because at the end plane is exporting to fbx format which is a general format for 3d models and animation exchanging. It doesn't contain any 3dmax or blender specific info. No matter in which 3d application you create a subdivided plane, the final result should be the same! After spending some time on this problem I finally found where the magic happens and the solution for it. This tutorial comes with mesh plane_25m.fbx. If you import it in blender you'll find that plane has size 25x25m and scale Z 6.44112. The relation size(X or Y)/scaleZ does all the magic. The plane size is not important. It could be 1x1m or 1x1unit or whatever you want. But! You have to specify correct scaleZ value which corresponds to specified size. For the plane size 1x1 scaleZ should be 0.257645. When exporting plane to fbx make sure to uncheck Apply Transform option in blender. That's it. I don't know where this scaleZ value comes from, you should know it better. Plane (hi-res) in SD has 255 subdivisions. I created my version of Plane (hi-res-correct-scale).fbx which you can download and place in C:\Program Files\Allegorithmic\Substance Designer
      esources\view3d\shapes folder and use when you need. But it will be good to fix all the meshes in SD so they have correct scales. drive.google.com/file/d/1ltPkb82yvRSH2Q_is88NWKFFec89AxkU/view?usp=sharing
      And the blend file
      drive.google.com/file/d/1QqoLMMjjM8e9Dd6uvY0qkpdYUgKpJmW_/view?usp=sharing

  • @Pulse2AM
    @Pulse2AM 3 роки тому

    I think I could have set up the materials in Blender faster manually just using maps and nodes in Blender. Why is everything 18 clicks away?

    • @Substance3D
      @Substance3D  3 роки тому

      What part of many clicks are you referring to? The texture work in Substance Designer?

    • @Pulse2AM
      @Pulse2AM 3 роки тому

      @@Substance3D My point is that it's too much work going from SD to Blender when I can just export maps from SD or use my own maps and set up nodes manually in Blender. Once I set up the nodes on one material in Blender I can copy the node array to all my other materials and replace the maps. That is a total of 5 clicks If I use 4 maps per material. As far as adjusting each materials properties in Blender after that you have to do that anyhow in SD.

  • @michaelvaughan2986
    @michaelvaughan2986 3 роки тому

    do you have one for exporting from painter to blender? And how to use exr format?

    • @Substance3D
      @Substance3D  3 роки тому +1

      The export to blender from Painter is very similar. You can export using the document channels which if using the default metallic/roughness shader, will give you the correct maps you need for Blender. You can also choose to export as EXR for the format.

    • @michaelvaughan2986
      @michaelvaughan2986 3 роки тому

      @@Substance3D Thank you for the reply. I got it to work though I ended up using cavity map from zbrush for the spec, is there a way to get spec map out from painter, not much resources on that.

    • @Substance3D
      @Substance3D  3 роки тому

      Yes in the output templates, you can create a specular output using the Converted map options. We have a Specular option

  • @ronabraham9203
    @ronabraham9203 4 роки тому

    Pls make a substance to 3ds max tutorial,im stuck

    • @Substance3D
      @Substance3D  4 роки тому +1

      Thanks for the feedback. We do have an updated max tutorial here.
      ua-cam.com/video/fDDKFVk7tfo/v-deo.html

  • @curtisnewton895
    @curtisnewton895 Рік тому

    does not work, wrangler does not load Substance painter textures with SHIFT+CTRL+T (blender 3.1)

  • @marinamaievska700
    @marinamaievska700 3 роки тому

    too hard for me for now

  • @michanoyva7734
    @michanoyva7734 3 роки тому

    not export. create in blender textures .

  • @dubtube6691
    @dubtube6691 4 роки тому

    Node Wrangler... Look at this Autodesk, shame