12/19/2023 0 Comments Substance painter to arnold 5It also supports multiple materials and UDIM work flow. That was a tool that could load textures and material parameters from Substance Painter right in Maya. Thanks to Mostafa Samir, the process became somewhat automated with his Substance Painter Importer script for Maya. You could easily be left with adding hundred of texture nodes. If you work with both Substance Painter and Maya, you know what an effort it can be to bring in all the materials and corresponding maps into a Maya shading network with Arnold 5. I suppose you could use a height/bump map as a displacement map, but that will not give you the control that one generated from a sculpt would, and so you would need to tweak the values in the displacement.Mostafa Samir’s Free Substance Painter to Maya Script Gets an Update For Arnold 5 They are not more detailed, and in fact, since normal maps are not floating-point, they likely have less detail than an EXR height map. The normal maps are simply a conversion of these height maps. The height maps it makes are internally in HDR space, and thus need to be written out as EXRs (16-bit half should be fine) so as not to lose detail which would occur when going from HDR to the 0-1 range of an 8-bit file. Substance Painter is a paint program (not a modeling/sculpting program) and thus generates all its maps by painting techniques. Substance Painter does not have sculpting tools, and thus cannot generate these displacement maps. A displacement map is one generated by computing the difference between a low res and high res sculpt in a program like Zbrush or Mudbox. A height map is synonymous to a bump map. ![]() You said in the OP that these were coming from Substance Painter as a Height map and Normal map. Here it's important to discuss the source of the maps. ![]() ![]() Does using Bump for fine details produce less realistic then using normal maps for fine details?
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