Author Topic: Can substance painter pbr materials be used legally in blender3d?  (Read 8886 times)

Which is the best addon to use as a bridge between the two. Thanks

I like the CynicatPro shaders.

https://gumroad.com/cynicatpro

He has a series of YouTube videos on the topic and seems to know what he is doing.

Thank you for the link boddie. I have sp2 blend from blender market and am aware of another addon called pbr uber-shader. I don't know if they serve different purposes. What I want to do is use the textures from substance painter directly in blender3d to texture my model. How do I import those textures into blender3d and then apply them to my model? Thanks

What I meant is that I want to use the textures from the substance painter database directly in blender3d?

I don't see any problem if you own a substance painter licence. But this has to be said from someone of allegorithmic team.

How do you get the sbsar texture files into blender to apply to your model in blender?

There are a couple of workflows that work for me:

1. Use Substance Painter
 - Create object and UVs (unwrap) in Blender
 - Export object to FBX file
 - Import FBX object into Substance Painter
 - Add library material (.sbar) to Substance Painter if it is not already there
 - Apply material to object (i.e. paint it on)
 - Adjust any material parameters as necessary
 - Export textures to files.  The textures will be unique to the object's UV map
 - In Blender use the texture files with a PBR shader for the object's material

2. Use Substance Designer
 - In Substance Designer, create a new graph
 - Open library material (.sbar) in SD
 - Drag the material into the graph
 - Connect the outputs of the material to the output nodes of the new graph
 - Adjust any parameters for the material
 - Export outputs of the new graph as bitmaps (to files).  This will create tiled texture maps that can be used on any object.
 - In Blender use the texture files with a PBR shader for the object's material along with nodes to scale the material tiling.

boddie thank you for the great description.

I should add that for the second workflow (Substance Designer), the object in blender will need to be UV unwrapped also.

And, if desired, you can import the FBX object into Substance Designer to get a preview of how the material will look on the object instead of the built-in cube object.

Can I not just open say, ceramic tiles hurricane, sbsar file from the allegorithmic live database, in "bitmap to material" and export it as a bitmap? Then import it into blender and use PBR-Uber Shader to apply it to my model? Is this legal allegorithmic?

Bitmap2Material does not work that way.  It is used to create PBR materials starting from a bitmap.

Do you have Substance Designer?  Here are a couple of images illustrating how to extract bitmaps for Blender from a Substance Library file.  See the description in my previous posts.



I just open "ceramic_tiles_hurricane.sbsar in "bitmap to material." Thankyou for your great explanations.Just wondered how I insert an image in a post. I tried to insert an image here of the bitmap2material screenshot. Thanks again.

Just wondered how I insert an image in a post. I tried to insert an image here of the bitmap2material screenshot. Thanks again.

This is how I do it.  I don't typically link to photo-sharing sites, I attach pictures from my PC.
Last Edit: November 28, 2016, 10:20:00 pm
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I want to load the "bitmap to material" material into the PBR Uber-Shader node.

The next step I took. I do not know what to do next or if this is even correct. What about tieing in the rest of the tga files?