substance painter
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
substance painter
hello everybody,
I was playing a little bit with substance painter a powerful UV painting tool that offers two amazing features as:
_particle paint thats permit to simulate real life painting using physics
for example we can simulate fluid paint that flow on curved surface, rain drops and so on
_physichal generators that simulates rusting, edge damages and so on based on global maps baked directly into substance painter
unfortunately this tool doesn't have a direct link to lightwave but at the same time it offers a very flexible map output remap,
so it's easy to create an export scheme to newtek software.
this is my pipeline workflow,
I premise that I dont'use complex node based materials, I am a little bit far to that but results look nice however.
well substance painter workflow is very easy and these are the main steps:
1) import single lwo directly into substance, it will recognize every different surfaces precedently assigned into modeler
2) then we have to bake global texture just by pressing "bake" button, parameters are very few
3) we can start to paint using fill or brush guided tools, of course this software supports photoshop style layers so we can create layered materials with different coatings, we can also combine coatings togheter using auto-masks (generators) simulating grunge effects
4) we can now output different maps as diffuse, reflection, normal, and so on.
back to lightwave we have to assign different maps to right channels, I have personally created this easy scheme:
substance map lightwave channel notes
basecolor > color
roughness > diffuse
roughness > reflection ( fresnel gradient with PS-mult on top)
normal > normal (using nodes)
height > bump
metallic > refl blur (using nodes) ( inverted map + luma multiplier to better control blur effect)
for now I'm using this scheme, I know that I have to better tune in future but results are nice.
have a good mapping!...
I was playing a little bit with substance painter a powerful UV painting tool that offers two amazing features as:
_particle paint thats permit to simulate real life painting using physics
for example we can simulate fluid paint that flow on curved surface, rain drops and so on
_physichal generators that simulates rusting, edge damages and so on based on global maps baked directly into substance painter
unfortunately this tool doesn't have a direct link to lightwave but at the same time it offers a very flexible map output remap,
so it's easy to create an export scheme to newtek software.
this is my pipeline workflow,
I premise that I dont'use complex node based materials, I am a little bit far to that but results look nice however.
well substance painter workflow is very easy and these are the main steps:
1) import single lwo directly into substance, it will recognize every different surfaces precedently assigned into modeler
2) then we have to bake global texture just by pressing "bake" button, parameters are very few
3) we can start to paint using fill or brush guided tools, of course this software supports photoshop style layers so we can create layered materials with different coatings, we can also combine coatings togheter using auto-masks (generators) simulating grunge effects
4) we can now output different maps as diffuse, reflection, normal, and so on.
back to lightwave we have to assign different maps to right channels, I have personally created this easy scheme:
substance map lightwave channel notes
basecolor > color
roughness > diffuse
roughness > reflection ( fresnel gradient with PS-mult on top)
normal > normal (using nodes)
height > bump
metallic > refl blur (using nodes) ( inverted map + luma multiplier to better control blur effect)
for now I'm using this scheme, I know that I have to better tune in future but results are nice.
have a good mapping!...
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
- Contact:
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
hi Janusz...
video coming soon,
but I have never done video caps from screen... which tool is the best one?
video coming soon,
but I have never done video caps from screen... which tool is the best one?
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
- Contact:
Re: substance painter
Best tool:albertos2008 wrote:hi Janusz...
video coming soon,
but I have never done video caps from screen... which tool is the best one?
Camtasia Studio. Is so easy to use ...my 12 years old son is very good in this software

-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
ok, I'll find time to make a video soon...
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
voilà here's the video:
https://vimeo.com/144384562
sorry about the quality..
I don't know if this is OT, if yes you can remove all the post
Alberto
https://vimeo.com/144384562
sorry about the quality..
I don't know if this is OT, if yes you can remove all the post
Alberto
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
- Contact:
Re: substance painter
Thanks for video, indeed is not so simple in first shoot
Can you upload RAW texture from this chair or better scene? I will try do it by Nodes Edge/Corner.

Can you upload RAW texture from this chair or better scene? I will try do it by Nodes Edge/Corner.
Re: substance painter
Alberto nice video, do you now if there is an option to export a full nodal setup from substance painter instead of the standard surface editor? I mean, not only the normal/bump and the ref blur, but the color, diffuse and reflection... could be a time saver for the nodal setup.
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
Unfortunately not (yet?)
there's no lightwave support..
but
substance suite is also a powerful bitmap export with a lot and customizable channels...
diffuse, normal, metallic, glossiness, specular and so on..
so the trick will be create an universal node and a functional bitmap export scheme...
btw have you seen the physical paint and generator features?...
alberto
there's no lightwave support..
but
substance suite is also a powerful bitmap export with a lot and customizable channels...
diffuse, normal, metallic, glossiness, specular and so on..
so the trick will be create an universal node and a functional bitmap export scheme...
btw have you seen the physical paint and generator features?...
alberto
Re: substance painter
Yes the particle stuff is one of the most interesting part. I saw other videos about substance designer and substance painter because I'm curious if can really fit my workflow, but since I didn't have so much luck with kray and I'm back to the lw standard engine, before start to fit other sw in my wf I'll probably do some test with a trial. Anyway, what about complex objects with complex UVs and complex node networks? Having the right UVs seems a lot of work for lw... Do you use it for archviz?
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
Hello to all,
I was playing with substance painter days ago trying to find a good solution to convert substance material to kray surfaces.
in these lazy days I have find a good solution to remap output maps from substance to Kray
enclosed to this message you will find the universal shader preset and some render samples.
from substance painter side you have to remap your output with the enclosed scheme:
then just put the maps in the righ channel as the preset surface ask
hope that someone will improve better in future (with nodes),
for now enjoy.
thanks
Alberto
I was playing with substance painter days ago trying to find a good solution to convert substance material to kray surfaces.
in these lazy days I have find a good solution to remap output maps from substance to Kray
enclosed to this message you will find the universal shader preset and some render samples.
from substance painter side you have to remap your output with the enclosed scheme:
then just put the maps in the righ channel as the preset surface ask
hope that someone will improve better in future (with nodes),
for now enjoy.
thanks
Alberto
- Attachments
-
- SB substance painter universal shader.srf
- (47.87 KiB) Downloaded 239 times
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
I'd like to upload the complete scene (3mb file zip)
but I don't know how to do it....
but I don't know how to do it....
- Janusz Biela
- Posts: 3265
- Joined: Mon Mar 13, 2006 10:39 am
- Location: Finland
- Contact:
Re: substance painter
Use Upload attachment in post, same like pictures. Zip has valid extension status for uploading.
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
yes, is exactly what I've done...Janusz Biela wrote:Use Upload attachment in post, same like pictures. Zip has valid extension status for uploading.
I think that the sampleball.lwo is too big (4.6mb)
I pack the scene without lwo and I'll put lwo file in another post...
I have also reduced texturemaps dimensions
- Attachments
-
- substancetokray.zip
- (559.74 KiB) Downloaded 225 times
Last edited by albertos2008 on Sun Dec 27, 2015 11:27 am, edited 1 time in total.
-
- Posts: 101
- Joined: Tue Jun 17, 2008 1:31 pm
- Location: Milan, Italy
- Contact:
Re: substance painter
here's the objects folder
- Attachments
-
- Objects.zip
- (1.97 MiB) Downloaded 236 times