Substance painter has not made the switch to Arnold 5 and I was wondering what the workflow is. The texture maps that it kicks out for the Arnold preset is Diffuse, Spec, Roughness, Fresnel, Normal,Height, and Emissive. The Fresnel throws me for a loop. According to Arnold's website I should connect the Fresnel to the Clear coat IOR. But substance painter is using a value of 0 to 1 to measure Fresnel. Also there is a map for metalness that could be used for the AI Standard Surface. Let me know.
Thanks
TED
Good question, I am new so especially could not figure out where to plug the Ambient Occlusion file. Or how to combine the Albedo with the AO in shader...
For physically based rendering AO maps are just utility maps. You should never pipe it directly into a shader. Often it is used to generate dirt masks though, which is then used for mixing shaders.
Since Arnold 5 can now support a full Metallic PBR workflow, all you need to do is export your textures from Substance Painter using the PBR MetalRough configuration. You'll only need BaseColor, Roughness, Metallic, Normal and Height and Emissive if you have them. Occlusion will not be needed. Then you can wire them up the way I demonstrate connecting Substances here.
https://answers.arnoldrenderer.com/questions/256/can-i-use-allegorithmic-substances-within-arnold-5....
The above is for C4DtoA, but the connection are the same for MtoA. Also, IOR should be left at 1.52 since you're using a metallic map and this is the base IOR Substance Painter assumes.
Oh, one more thing. Color Space for each texture:
BaseColor - sRGB
Roughness - Linear/Raw
Metalness - Linear/Raw
Normal - Linear/Raw
Emissive - sRGB
Height - Linear/Raw
I should add that if you really wanted to use the Ambient Occlusion (AO) texture, you can create an Arnold Composite node, plug the AO map into slot A and the BaseColor map into slot B, set the Composite's Operation to 'multiply' and pipe the composite node into the Base Color slot of your material.
How about transmission? Any substance painter to arnold transmission workflow?
As I try to make glass in sp last time, it is hard to have a preview. It is not like other channel baseColor, metalness, etc which we can see the material mode directly?
Secondly, as Arnold 5 is using metalness workflow, the specular control of dielectric object (different in IOR)seems to be neglected in sp. Personally, I will added a specular channel and plug its map in specular color. However, we cannot see it directly in sp again.
Do you guys have any ideas on these workflow? thank you!
Cheers,
N
https://support.allegorithmic.com/documentation/integrations/arnold-5-for-maya-157352171.html
You have to export the world normals from substance painter, and also the regular normals (as open GL Normal map for Arnold) then add maps>arnold>bump>normal map. Plug the regular normal into the 'input' and plug the world normal into 'tangent' Viola renders the same as substance 😉
opacity in substance painter is not the same as opacity in arnold.
In Arnold if you want a glass shader effect you put your transmission at 1 (white). Opacity in Arnold is just a mask.
If something in Painter is transparent it mean you draw down the opacity. So from white to black. So if you export an opacity map and plug it in transmission you will have everything invert.
Transmission is white value and opacity is black. So you just need to invert the value of your opacity map.
In the file you plug open effects submenu and tick the box of invert. And don't forget transmission is a scalar/linear value so your colorspace need to be RAW not sRGB