Author Topic: From Painter back to 3DS Max  (Read 4255 times)

I have tried everything I can think of but is there any way to get my model to look like it does in Painter but in 3DS MAX. I find a lot people asking about it but seems no one knows. Im using MAX 2017 and Im using the new Physical Material, but its not even close to Painter.


Hi Chuck,

What renderer are you using?

I've had very good results using the ART renderer and physical materials for metal/roughness workflow.

For Vray there is a very good tutorial by Danny McGrath that will get you there. Here is the promo - the tutorial is available on Gumroad -

Hey Daf57 :)
Thanks for the reply.
Im using the A.R.T. renderer. When I hook up the physical material the roughness doesnt seem to work,, everything is really shinny or glossy. I tried to invert the roughness and still no luck.

I  am exporting out of Substance Painter the Standard PBR  Metallic Roughness .

I dont have Vray.
Last Edit: February 11, 2017, 09:40:39 pm

Hi Chuck,

You'll notice that there are 2 places in the physical material that roughness appears. There is a diffuse roughness and a reflections roughness. You will want to use the latter. Sounds like you are since you mention the INV button. If you are using a map here try removing it and then adjust or invert the roughness and see if it makes a different. Maybe your map is wrong. Also  - what is your IOR set to?


Hey Daf
 WOW! That alone helped out a ton. This is the best I have got so far.
My IOR is default at 1.52
And yes I have to Invert or everything is really shinny. 

Somethings are still off ,, you can see it in the pictures but still getting close thanks a lot.

Should I change my camera in MAX? I keep reading that I need a physical camera. Confused on that.
Also Im confused about the Gama settings in MAX . I keep reading to disable Gama.
And one last thing,, the lighting, is there a way to setup some simple lighting?

The picture below you can see the rubber is to shinny

Here it is in SP

Last Edit: February 12, 2017, 01:17:02 am

Hi Chuck,

IMO you should always use a camera -and the Max Physical Camera is very good. But these is some tweaks you will need to learn before it acts like you want it to so save that for the next project. What you have now is fine.

I see that in the screen for the shiny rubber that you have the INV button active for the reflections roughness - what does it look like with the INV off? That should be the key there. Failing that remove the map and adjust  the roughness manually.

Don't forget that in Painter you need to pan your light around to see how the material interact with it. Hold shift and right mouse button and pan the mouse left and right. You will see the materials change as the light moves.

The environment is the only light options in Substance Painer.

If you will go get the tutorial I mentioned on earlier - even tho it focuses on Vray it has a lot of good tips that will transfer to other renderers - including the linear workflow you asked about (gamma). :)


Actually using the DirectX Shader and applying Stingray PBS material will help you to achieve 1:1 between Substance Painter viewport and 3ds Max Viewport.

This is the Metallic Roughness Workflow.

Here is a 3 part tutorial: This series will help to understand the overall workflow.

After that, you can compare the substance viewport screen and 3ds Max viewport for a closer look. Only thing will be different is the lighting, because Substance painter doesn't have lighting in the viewport, it just derives it from the HDRI exr environment image files.

Try and let us know.


Hey, I hope this isn't too late, since this was posted months ago....I had problems with the shiny too.  Here is what I found that works really well for me. 

I stuff a "Color Map" node between my roughness map and where it plugs in.  Then in the "Color Map"
Set the Gamma to 1.0
Change your gain to a level you like 1.0 = same  5.0 = pretty rough....the higher you get this number the rougher it will get
Uncheck - "Reverse Gamma"

This lets me keep my map, and dial the intensity of it up or down.  I hope this helps you our even more :)

Randell Trulson