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Matthew Mcguire avatar image
Matthew Mcguire asked ·

Having issue with my exporting maps from Substance Painter to 3ds Max (Arnold)

I have been searching all around and haven't found a solution to a couple problems that I am dealing with. Any help would be greatly appreciated.

1. I am having issue trying to use my displacement maps i had exported. What is happening when I use the Arnold Properties Mod it work some what but also inflates and expands the whole model in undesired places.

2. I am having problems with the metalness and specular roughness maps to come close to what I am seeing in substance painter, I'm losing alot of the subtle detail like the scratches and dirt I can only seem to get it to work on the glass portion of my model. I am using the same hdri map, tried using a color correct map with the gamma at 1.0 and Alpha is luminance checked, also tried using a Range map. Nothing seems to work.

Arnold


Substance

arnoldshadermaterials3ds maxsubstance painter
arnold-render.jpg (448.4 KiB)
substance-render.png (354.9 KiB)
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Mads Drøschler avatar image
Mads Drøschler answered ·

The white and grey pieces shows a lot of grain, that could be from a faulty normal implementation or something else, so that would destroy any other stuff, including roughness.

Would really need to see your scene in detail, your map connections and so forth.

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For this project I tried using UDIMs for the first time so I used a MultiTile to bring in all my maps. Here are some screen shots let me know if you need something more.

Thanks


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connections.jpg (1.3 MiB)
connections01.jpg (1.7 MiB)
multi-tile.jpg (1.8 MiB)

Bit hard to see.
Make sure your normals are working as the first thing.
Use the Legacy Normal node from max, not the Arnold one. It also shows in the viewport under HQ mode.

Also make sure you go by this info in general.
https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3dsmax-2018-arnold-how-to-get-multi-tiles-working/td-p/7880872


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Sorry about that.

But I was looking up information about how max doesn't properly support the type of normals exported out of Substance painter(Mikkt) and ended up trying to use displacement maps instead but if you look by the cockpit on the 3ds max arnold render the displacement is cause the model to rise through other geometry.

So you think it may be the normals that are causing the roughness and metalness to not come in correctly? If so how can I check the normals properly?

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