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

8 REPLIES 8
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Message 1 of 9
mcguiredmatt
707 Views, 8 Replies

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

7687-arnold-render.jpg


Substance

7688-substance-render.png

Labels (5)
8 REPLIES 8
Message 2 of 9
madsd
in reply to: mcguiredmatt

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.

Message 3 of 9
mcguiredmatt
in reply to: madsd

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


7689-connections.jpg

7690-connections01.jpg

7791-multi-tile.jpg

Message 4 of 9
madsd
in reply to: mcguiredmatt

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-tile...


Message 5 of 9
mcguiredmatt
in reply to: madsd

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?

Message 6 of 9
madsd
in reply to: mcguiredmatt

Arnold in max can bake MikkT since 2021.

You would want to make sure your shader and mesh honors mikkT.

I worked with this in the beta, and I am not sure what has been released or is still under dev.

Usually so far, people just drop mikkt from substance and use oldschool normals instead. But again, its pritty easy for you to validate on a simple mesh and in the viewport, it should work there first, setting mesh to mikkt as well, if you cannot find this, then you cannot find it and must wait.

Im in a grey zone of unawareness regarding what release status is.

Message 7 of 9
mcguiredmatt
in reply to: madsd

Now i'm currently using max 2020. But is there something i may be missing with getting my roughness and metalness maps working correctly because ive seen alot of maya tutorials on how to get them to work properly but haven't seen much on max, but shouldn't I be able to see all the imperfection detail i have in substance in max with out using the normal maps?

Message 8 of 9
madsd
in reply to: mcguiredmatt

Depends how you define the imperfections.
Are they part of the normal map, sitting in layers, are the roughness paired up with certain normals maps and so on, each part contribute to small details in each their way.

For roughness and metal, just plug them in to the material you use in the correct slot and it will work just like any other PBR engine.

Message 9 of 9
madsd
in reply to: mcguiredmatt

I would also move up to 2021 to make sure you are on par with the latest initiatives regarding PBR/viewport and so on, baking mikkt etc.

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