The post above, originally posted in February (2021), is requesting a tutorial from Allegorithmic staff demonstrating step-by-step how to achieve visual parity between what is rendered by the Substance node and what is rendered using only bitmaps generated externally by the same Substance.
A version of this question has been repeated over and over again on this forum - whether it's questions about diffuse saturation, gamma correction, etc. - but a solution from Allegorithmic has never been offered in response.
For example, if I import the 'Mud Brick Wall' substance into the 3ds Max Slate Material Editor, generate 'Mud Brick Wall' shader graph using the Substance to Corona Converter, then render it, the rendered image
WILL NOT RENDER IDENTICALLY if I were to build the shader graph from scratch using only maps of Mud Brick Wall exported from Substance Player, Substance Designer, or the Substance node itself.
1. There is no visibility into how the Substance node is rendering bitmaps in the Slate Material Editor.
2. There is no official documentation about why (or how) mix maps are used to blend diffuse, metallic, reflection, and IOR maps in the shader graph generated by the Substance to Corona converter.
We're talking about a two minute tutorial showing exactly how to REPLICATE a shader graph generated by the Substance to Corona converter - from scratch - using only bitmaps. If the solution is known and exists, it should take less than 10 minutes to record a video showing how to do this and just post it to the forum as a learning resource for the community.
We could just allow a finalization step to 'commit' the graph node out to image files, if that would be helpful. That would be much simpler than attempting to match it with Player.
Yes, that would be acceptable, but even if that were possible users would still have to rely on the converter to generate the shader graph successfully - that's fine if the implementation works. It would be good to provide official documentation, video tutorial, written instructions, or more, explaining
how to generate the shader graph manually without the converter.
Allegorithmic had a good idea by providing support for the Substance node in 3ds Max, but it is not an extensible solution. Allegorithmic
must provide documentation explaining how to replicate the results of the Substance to Corona Converter on a manual basis to support other workflows, pipelines, etc. that CANNOT rely on the Substance node itself, for one reason or another.