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Messages - Guillaume Meyer Pro

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1
In C4D you need to increase the "Texture Preview Size" in the Viewport section of your C4D material and you need to increase the resolution of the Substance Maps by selecting the Substance in the "Substance Asset Manager" then in the "Attributes" panel under Basic Parameters increase the resolution of the SBSAR to 2k - 4k or (even 8k if you are in GPU mode).

2
Here you can see the mapping you need to do in the Shader graph of Blender.
You can see that you need to use the "Fresnel Node" from Blender to do the Iridescent effect in the Base Color.
For the Clear Coat on metallic car paints, you can use the Principle Shader with the clear coat input.




3
Works fine on my side.





All the process is really heavy in GPU power.
You might want to convert materials 5 by 5.

All the all the specific material like glass/water... need to be rework in the shader graph, the convertion batch, will do the heavy lifting, you need to refine the shader on your side if you want good results.

Please contact Redshift team to see if there is a issue with your workstation configuration.
if you see a "substance_cache" next to the .c4d scene, that means the substance plugin works.
(You can also change some setting of the substance engine > Edit/Preferences.../Substance Engine)

Good luck


4
Hello,

This is a solution that works fine for me and will convert your sbsar in Redshift materials in no time:
(please use a recent version of Redshift to have access to the "Conversion" options in Redshift).
(Use C4D R19 or R20 to have access to the "Load Substances From Folder" option)

1. Download all your sbsar from Substance Source.


2. Put them all in a folder.



3. Go to Pipeline tab > Substance Engine > clic on "Substance Asset Mananger..."



4. In the Substance Asset Mananger go to the File tab and clic on Load Substances From Folder...



5. Select the folder with all the sbsar and clic "OK".



6. It will load all your sbsar in the Substance Asset Mananger > select all the Substances.



7. Go to the Redshift tab > Materials > Conversion > clic on "Create Materials from Selected Substance Asset"
(REMINDER: This option is only available in the recent version of Redshift)



8. Wait until Redshift process and convert all your unlimited number of sbsar into Redshift Standard Material  8)

See you soon on our Forum

6
Hi,

To be quick on the subject : If you asign different C4D materials to your mesh parts or polygon selections, and you export an obj from C4D.
painter will split it in different texture sets.

Quick walkthrough with C4D R19 / SP 2018.3.0

SELECT A POLYGONS PART AND DRAG AND DROP THE SHADER OVER THE PART IN THE VIEWPORT


SELECT THE OTHER PARTS AND ASIGN OTHER SHDERS


NOW YOU CAN SEE POLYGON SELECTION ASIGN TO YOUR SHADERS


NAME YOUR MATERIALS (PARTS)


EXPORT AS OBJ


IMPORT IN PAINTER


NOW YOU CAN SEE DIFFERENT TEXTURE SET

7
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

8
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.

9
Hi Jamuk,

I'm not an expert in Maxwell... but it seems that Maxwell is a PBR raytracer (physically based rendering).
And Substance Painter bakes PBR maps like magic!

So you can choose "PBR MetalRough" preset in the "export document" window of painter and click "Export".
Here's a tutorial that might help you with exportation:
https://www.youtube.com/watch?v=s2t7Y6P7_Rk

Then in Maxwell, input these texture maps into these channels:

Create a "Layered Material"

BaseColor texture map > Reflectance 0
BaseColor texture map (you can change the brightness of it)  > Reflectance 90
Roughness texture map > Roughness
Normal texture map > Bump (don't forget to check "use bump texture as normal map")

This tutorial might help you a lot:
https://www.youtube.com/watch?v=h_znC5sKS30

The Metallic map from painter doesn't have purpose in Maxwell, it's replaced by a IOR file (that is specific to Maxwell).
(more info here : http://support.nextlimit.com/display/maxwelldocs/IOR+files)
If your asset is not entirely metallic or dilectric, you can use the Metallic texture map in the "Weight Texture" channel of your metallic "BSDF", and put an other dilectric "BSDF" below it. (it works like photoshop layers and clipping masks).



I hope that helps you,

Have a good time!

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