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Substance Painter - Discussions - MILA Alternative (or not)
on: February 21, 2017, 09:41:30 pm
I'm not sure if I set something up wrong or if the documented MILA setup could use some refinement, but I'm definitely getting some oddities with my materials in Maya. I think the issue stems from the roughness having a gain to 2.0. Setting the gain to 2.0 would be pushing values of 1 to 2, which I think is outside of the valid range for roughness. I may have just messed a setting up. I'm not 100% certain.
To compare I have a network I created this past Spring which I think produces a more accurate result. It also uses the default albedo, metal, rough maps rather than having to export a reflection and diffuse map. I based my settings on matching the SP viewport since at the time SP didn't have iray.
Here's a simple script I created which can create my custom network or the documented network.
https://dl.dropboxusercontent.com/u/128578/MILA_SP/ImportTextureSets.py
Place the script in yourDocuments/maya/scripts
inside of maya execute the following python code:
import ImportTextureSets; ImportTextureSets.Run()
OR
To create the allegorithmic network do:
import ImportTextureSets; ImportTextureSets.ALLEGORITHMIC_NETWORK = True; ImportTextureSets.Run()
The script will ask for you to select a folder with your exported textures, then will create the materials. It assumes your naming convention is $textureSet_mapsuffix. You must assign the materials to the scene.
Here are test renders of the different outputs. Once again, I may have just missed something, but as far as I can tell the documented MILA setup doesn't seem to properly capture the overlay of reflections with a 100% black material, nor does the rough look correct with the gain set to 2.0. Compare the grunge on the bottom of the sphere.
Thoughts?

To compare I have a network I created this past Spring which I think produces a more accurate result. It also uses the default albedo, metal, rough maps rather than having to export a reflection and diffuse map. I based my settings on matching the SP viewport since at the time SP didn't have iray.
Here's a simple script I created which can create my custom network or the documented network.
https://dl.dropboxusercontent.com/u/128578/MILA_SP/ImportTextureSets.py
Place the script in yourDocuments/maya/scripts
inside of maya execute the following python code:
import ImportTextureSets; ImportTextureSets.Run()
OR
To create the allegorithmic network do:
import ImportTextureSets; ImportTextureSets.ALLEGORITHMIC_NETWORK = True; ImportTextureSets.Run()
The script will ask for you to select a folder with your exported textures, then will create the materials. It assumes your naming convention is $textureSet_mapsuffix. You must assign the materials to the scene.
Here are test renders of the different outputs. Once again, I may have just missed something, but as far as I can tell the documented MILA setup doesn't seem to properly capture the overlay of reflections with a 100% black material, nor does the rough look correct with the gain set to 2.0. Compare the grunge on the bottom of the sphere.
Thoughts?
