Then, under BRDF section switch the radio button to Use roughness instead of glossiness. Here is the settings that we need to make in order to make V-Ray understand the metal-roughness workflow we have used.įirst let’s set the Reflect color white, and make sure Fresnel reflections is turned on.
Simply drag and drop it to the Slate Editor. In order to make our material from scratch, lets find VRayMtl node from the 3ds Max Material/Map Browser. It looks very much the same as what I saw in Substance Painter. Here I have the model and VRayMTL open with the lovely V-Ray IPR render. It can be found under Rendering menu and under Material Editor section. Mesh means the mesh name that the original imported 3D data had, and $textureSet is, well a texture set which in our case is the UDIM number.Īfter you are done making your tweaks here, click Export in the Settings tab and open 3ds Max and Slate Editor. Notice also the syntax, $mesh and $textureSet. You can create gray or color slots from the buttons on upper right corner, and then drag and drop input maps to them. I often use additional BlendingMask channels that I added to my own template. To modify existing presets, I recommend to duplicate them by right clicking, thus creating a custom ones and leaving the originals intact. I really recommend familiarize yourself with the Output Templates tab. Substance Painter has Vray Next (Metallic Roughness) template which we are going to use. In the Settings tab we have several output templates.
In the export window I can see the texture sets, in this case our UDIMs. The UDIM tiles allow several texture tiles to be allocated to a single material, making managing larger materials easy. Notice I have several UDIM tiles in the Texture Set List, that are named 1001, 1002 and so on. Here is a lovely Cessna which I textured in Substance Painter. This version of Substance Painter has several key improvements in the export window. Please note that I am using the latest Substance Painter as of writing which is 2020.1.0 (6.1.0).
VRayMtl node in slate editor in 3ds Max for example, has several inputs, and it is less than obvious how to plugin exported maps to it. This works for standard V-Ray Next and V-Ray GPU Next.Īlthough the concept of dealing with PBR maps is generally easy to understand, different implementations of physically based shaders makes this difficult. I couldn’t find one so I did some digging on the topic and decided to make one. I was looking for a step-by-step tutorial on how to export materials from Substance Painter to V-Ray Next.