Found this handy tip in a Substance article: "Node Wrangler has an easy shortcut that lets us setup selected maps as a node tree in Blender. In the Shading tab, press CTRL + SHIFT + T while hovered over the BSDF node and a file dialogue will appear. Navigate to the folder containing your maps, select each one you’d like to use using CTRL or SHIFT, then select open." This will automatically set all the maps in the correct spots when setting up your materials, saving you some time and clicks!
Great tutorial, thanks! Haven't done this workflow in a long time and needed this as a refresher. Also learned something new (exporting environment maps from substance).
Instead of plugging one by one ... just select principle bsdf and pres cntrl+shift+T and select all textures files for object and it will automatically set everything for you
@@GamerLeeder height would go into displacement. In this case it really would not add any benefit and only slow render time so I did not use it. Take a look at my trex displacement videos (those are maya not blender) but it’s still the same idea.
clearly need a video of normal/height/displacement from substance to blender, can never having the same "height" effect when doing the transition from the softwares, even with the bump or normal it just not look the same
Can you bake out the textures that look like the render rather than the preview? IE; can you export the baked lighting in Blender? In Substance it's a bit more difficult. (For instance if I want to save the textures from the bike with the lighting in order to use in games)
I'm sure you can although I'm not sure how to do it in Blender. In Substance it's actually pretty easy. You just need to set your output template to "2D View". Even though you can do it I'm not sure that I would it the case of the motorcycle since it's pretty reflective. The highlights and reflections would look odd if they did not respond to the moving object. If the bike was just going to be a background prop it might be ok.
Hi how are you? Im exporting texture (complex ones with smart masks and smart materials combination) from substance to blender but in some materials when i open the maps in blender all I see is the base color, without the smart masks data. For example i created oxidized copper with a combination of smart masks and smart materials, when i open it in blender all i see is the copper base color, without the oxidation details. Is it a problem of not having an ambient occlusion map or isn't something else?
You will need all the maps for it to look correct. I would suggest a having a minimum of color, roughness, metalness, and normal to make it look correct. Having just color will not look correct. Smart masks and Smart Materials do not make a difference when exporting. The only thing that will make it look correct is the combination of maps correctly applied.
Found this handy tip in a Substance article:
"Node Wrangler has an easy shortcut that lets us setup selected maps as a node tree in Blender. In the Shading tab, press CTRL + SHIFT + T while hovered over the BSDF node and a file dialogue will appear. Navigate to the folder containing your maps, select each one you’d like to use using CTRL or SHIFT, then select open."
This will automatically set all the maps in the correct spots when setting up your materials, saving you some time and clicks!
Wow that is Amazing!!! I’ll have to give that a try. Thanks for the tip!
Great tutorial, thanks! Haven't done this workflow in a long time and needed this as a refresher. Also learned something new (exporting environment maps from substance).
Very helpful video! Also thanks for taking the time to explain the little things like holding alt to delete connections :)
Good tutorial
Thank you so much!
Instead of plugging one by one ... just select principle bsdf and pres cntrl+shift+T and select all textures files for object and it will automatically set everything for you
Wow! That’s incredible. I’ll have to give that a try. Thanks for sharing that tip!
this works flawlessly. saving so much time. thank you
Thank you for the amazing tutorial
You are welcome!
@@davidbittorf i have a quick question, where does the height node go to?
@@GamerLeeder height would go into displacement. In this case it really would not add any benefit and only slow render time so I did not use it. Take a look at my trex displacement videos (those are maya not blender) but it’s still the same idea.
clearly need a video of normal/height/displacement from substance to blender, can never having the same "height" effect when doing the transition from the softwares, even with the bump or normal it just not look the same
That is a great idea. Thank you for the suggestion!
@@davidbittorf thank you YOU for the tuto mate, and yes still frustrating this transition between them in normal height displacement
@@SonoLucaMoretti That's always been s hassle no matter what program you transferring from /to
Can you bake out the textures that look like the render rather than the preview? IE; can you export the baked lighting in Blender? In Substance it's a bit more difficult. (For instance if I want to save the textures from the bike with the lighting in order to use in games)
I'm sure you can although I'm not sure how to do it in Blender. In Substance it's actually pretty easy. You just need to set your output template to "2D View". Even though you can do it I'm not sure that I would it the case of the motorcycle since it's pretty reflective. The highlights and reflections would look odd if they did not respond to the moving object. If the bike was just going to be a background prop it might be ok.
Hi how are you? Im exporting texture (complex ones with smart masks and smart materials combination) from substance to blender but in some materials when i open the maps in blender all I see is the base color, without the smart masks data. For example i created oxidized copper with a combination of smart masks and smart materials, when i open it in blender all i see is the copper base color, without the oxidation details. Is it a problem of not having an ambient occlusion map or isn't something else?
You will need all the maps for it to look correct. I would suggest a having a minimum of color, roughness, metalness, and normal to make it look correct. Having just color will not look correct. Smart masks and Smart Materials do not make a difference when exporting. The only thing that will make it look correct is the combination of maps correctly applied.