I have a bunch of textures that I am plugging into a standard surface shader that came from substance painter...i think.
I know where the diffuse, emission, normal, height and metallic go but I am unsure where to plug in the the AO and Curvature textures.
I did not create the original material so dont know exactly what these extra textures are doing as when I use SP you dont export these textures using the Arnold preset in SP by default.
Any guidance appreciated.
Thanks
Solved! Go to Solution.
Solved by CiroCardoso3v. Go to Solution.
You don't have to use those maps. However, you can use those maps as masks. Don't multiply it on top of the albedo texture. Colour correct the albedo texture to something you want and then you can use the AO or curvature as a mask.
Yes, no need to use them, unless you wanted to use them as dirt masks, but then Arnold has its own curvature and ambient_occlusion shaders for that.