substance painter
Posted: Sat Oct 31, 2015 8:07 pm
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!...