Substance Painter importing made easy
Hi guys, I have been developing this shader for a while now and it's finally ready for release. It utilizes everything I learned from my PBR Pack which I've provided free on my website and takes it a step further to make an all in one solution for importing textures from Substance Painter. While this node group could definitely be used for any metallic/roughness workflow I have and will continue to keep it's focus and compatibility firmly geared towards Substance Painter.
I've kept it as simple as possible, you can use the default metallic/roughness workflow in substance painter and use the textures it generates directly without any alterations. Simply load in the base color, metallic, roughness, MixedAO and normal_opengl maps, connect them to the shader, set all but the base color to use 'non-color data' then use the various options to tweak as required. It's that easy.
I would like to thank cynicat pro for doing a lot of the hard work relating to fresnel and rim lighting and for sharing it with the community, if you haven't already definitely check out the guys tutorials.
Also credit to Papa_Dragon for his Steampunk Spider which I used for testing, available on BlendSwap and thanks to Astro1derboy for the engine comparison image.
Please see the linked youTube video for a full breakdown of usage and features.
Substance Painter Maps Supported (Metallic/Roughness Workflow)
SP2BLEND has been setup to accept the five main maps from Substance Painter. When setting up your initial project in Substance Painter select the Metallic/Roughness workflow with OpenGL as the normal configuration. When importing these maps make sure to set all but the base_color map to non-color-data.
- Base Color
- Mixed AO
There are a number of sliders to adjust the influence that the different maps have on the finished materials. By default they are all set to replicate what you see in Substance Painter but allow for further control beyond that if required.
- Roughness Influence
- Metallic Influence
- Mixed AO Influence
- Brightness, Contrast, Hue and Saturation adjustment to base color texture
There are also a couple of controls that are not part of the import process. These are again designed to give you as an artist more control over the final look of the material. Rim lighting is only applied to the metallic parts of the material and the front-facing reflection control only applies to the dielectric parts.
- Front-facing reflection control
- Rim Lighting Amount
- Rim Lighting Color
Preview Map Outputs
As an aid to making adjustments there are also several outputs, the primary 'shader' output is the main one to use but if you connect the other outputs to a emission shader (or simply ctrl+left click with node wrangler) you can preview the following influences during render or render preview.
- Dielectric Gloss
- Metallic Rim
Update 1.1: A complete overhaul of the metallic part of the shader for much more realistic metal results. Some minor changes to presets also.
I will list any known issues in this section based on feedback, they will then be fixed in future revisions.
- Noticing issues relating to normals on packed textures, may be a Blender issue. Looking into it. For now I'd recommend unpacked textures if you're noticing any problems.
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