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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Substance Painter to Maya/Arnold artifacts

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Message 1 of 4
dorukkcandan
5335 Views, 3 Replies

Substance Painter to Maya/Arnold artifacts

Hi. I'm trying to create a beach scene in Maya/Arnold 4 with AlShaders and I got this issue where I see some weird artifacts in the sand shader.The model was painted in Substance Painter so I basically just plugged the exported maps from the Substance using the AlShaders preset except for the IOR which I used AlRemapFloat with Output Min 1.4 and Output Max 20.The artifacts are only visible when I place the camera close to the surface. Since I am at the learning stage I couldn't figure out why the result is like this. If you have any suggestions I would really appreciate it. Here are the renders:

77-beach1.jpg

78-beach2.jpg

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3 REPLIES 3
Message 2 of 4
dadeFC4BK
in reply to: dorukkcandan

Two things that you can try...
1) Try inverting the Y channel of your normal map. I believe Maya defaults to OpenGL (+Y) normal maps, which should be what Substance Painter is outputting unless you've specified DirectX (-Y) normal maps.
2) Another thing to check would be the Color Space of your normal map file. It should be set to Raw since you don't want any gamma correction to take place.

82-normalmap-maya-001.png

Message 3 of 4
dorukkcandan
in reply to: dadeFC4BK

Thanks for the reply. Unfortunately I couldn't find any option to Invert the Y channel of my normal map. I also cannot find the aiNormalMap node like in your image. Probably because I use Arnold 4. And my Normal Map Color Space is already set to Raw. I am still trying to find how to Invert the Y channel in Arnold 4 but no luck yet...

Message 4 of 4
dadeFC4BK
in reply to: dadeFC4BK

Ah, I see. Well, you could check the project configuration settings in Substance Painter: Edit> Project Configuration

88-substancepainter-normaltype-001.png

Simply try switching it from DirectX to OpenGL. If it's already set to OpenGL, the problem lies elsewhere.

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