Author Topic: Substance Painter to Corona for C4D  (Read 2274 times)

Can anyone advise me on a successful workflow from Substance Painter to Corona for C4D?  I am having trouble with the glossiness and IOR maps in Cinema after exporting from Substance using the Corona setting.  There is much info for 3DS Max users, but they don't seem to apply to C4D.  Thanks, Kevin

I could really use some help with this.  Please...

I posted this topic over three days ago.  Is this not a forum for support? 

Semi-formally, I think.
They do have an official contact, but that's maybe more for bugs.

Honestly, it is great here, but can be a bit inconsistent at times.
I've never used Corona, so I can't help.  I assumed someone has.  I hope one of them shows up soon.
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Hi kmwhitt,

I've been working on the issue for a long time with the guys from Corona Renderer.
Corona for C4D still in development, and had issues with normal maps.

But now with the last Corona for C4D "Alpha V6 hotfix 3", everything works find, and it's a really great renderer.
See if you're updated with the last version: Version: A6.3  (core 1.5 ).


You should working PBR Glossiness/Specular in Painter since Corona uses these maps.

- For the Color plug diffuse map from SP in the diffuse channel of the Corona Standard Shader

- For the normal map exported from Substance Painter:
Plug it in a Standard Corona Shader > Bump > Corona >Normal



Inside the Corona Normal: plug your normal map from SP (Method : Tangent) If you're working in "DirectX" don't change anything in the flip/swap checkbox. if you're working in OpenGL check the box "Swap red & green".



- For the Reflection: plug the specular map in the Relfection>Color (play with the Mix Strength to increase the spec level)
And plug the Glossiness map from SP in the Glossiness channel
Finally: input the IOR of your material in the "Fresnel IOR" channel
You'll find them over here: http://www.pixelandpoly.com/ior.html
And a Corona Tutorial on PBR shading over there https://www.youtube.com/watch?v=hQ8kg2QkRsc



(If your asset has different part with different IOR: like a leather jacket with leather and metallic parts)
You should create two different materials with the same SP maps:
one with the IOR of the leather
one with the IOR of the metal
And combine them with "Layered Material" and mask with a Metallic map or any mask.

Here a exemple with chrome and leather with a checker mask:




With that your maps should work fine, if your using bitmap in none-linear gamma and the result isn't the same as SP try to use a Corona > Bitmap
set Linear or Manual Gamma for the Color Profil



Good luck with your projects.

Guillaume -  Thank you very much for the detailed reply.  I was using Metal/Roughness with a script I found on Corona's forum and the results weren't so great (even after a lot of tweaking). 

So, you are saying to ditch the IOR map completely?  Any way to get that map working in Corona?  Also, you mention using the specular slot.  Doesn't this defy the rules of PBR?

I guess what I am looking for is an exact recreation inside of Corona for C4D.  I will give Glossiness/Specular a try.

Thanks again, Kevin

JustAViking - thanks for your input.  It was nice to see some type of response over the weekend.  I rarely post and when I do, a response seems to take days (sometimes months or not at all).  I know support is busy, but it doesn't help much when crunched for time on a project.  I appreciate your willingness to help.  Kevin

I would ditch thé IOR map because you can't be precise by using it. The way it works is: you input a value, and plug a IOR map. All the parts that are white are equal to the value, all the black part of it equal to zero (in a linear way). So it's really approximative.

You should use the specular color channel as a specular level plug. Spec level is part from PBR workflow. In RGB value you should stay between 69 - 165 (shade of gray) to keep physically accurate result. If your metallic color is yellow like gold. You should also input it here. It's not PHysically accurate, but it's the way corona works to achieve those kind of material.

Glad you found help in our forum.

Cheers

JustAViking - thanks for your input.  It was nice to see some type of response over the weekend.  I rarely post and when I do, a response seems to take days (sometimes months or not at all).  I know support is busy, but it doesn't help much when crunched for time on a project.  I appreciate your willingness to help.  Kevin

You're welcome.  I figured someone would show up.  I know how lonely it can be while waiting for a response.  Sometimes several people reply in mere hours with great answers, other times (less often) posts can sit and collect dust.  You just never know.

I've been around here (mostly just reading) long enough to have a high opinion of both Allegorithmic and this user community.  I figured someone like Guillaume would arrive eventually, though once in a while you have to become your own expert, in which case you get to lead others to the solution.

I hope you'll have some pictures to share with us soon.  Good luck, and have fun.
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Common "Help" suggestions:
- LOG FILE tips - https://forum.allegorithmic.com/index.php/topic,22451.0.html
- LICENSING issues https://www.allegorithmic.com/contact
- ATTACH files and pictures to posts: https://forum.allegorithmic.com/index.php/topic,23670.0.html