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Messages - MQ

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Thank you vip_mail for your feedback.
I fixed the guide according to my experience with C4D.
I know it's still not matching exactly, but I try to look into that issue in the next time. Right now I would recommed to convert the Metal/rough textures to Spec/gloss maps and use the first guide.


Here is a comparison: Left SP, Right C4D

Since C4D Version R18 there exists a Substance Engine plugin. It's even build in in R19. However, if you want to use pre-rendered PBR-Textures, or you use an older Version, here is an explanation.

First of:
There is a decision, that has to be made. You can use the color-channel for the base color. But the shading doesn't look very realistic. There is the other option, to use the reflectance channel for everything. I will show the other variant, that looks more realistic, but needs more rendertime.

Base Color

-Create a new material.
-Turn off Color

-Go to the reflecance options
-Remove the Default Specular Layer

-Create a new Labert Layer and name it Base Color

-Plug your base color texture in the "Layer Color"-Dropdown in the texture option

-Plug your Metallic map in the "Mask"-Dropdown and invert it with the colorizer-shader

Here you could use the color tap instead. If you want to do so, use the "base color" section in this thread up above.


-Add a GGX Layer
-Rename it to Non-Metal

-Plug in your roughness map

-Set the fresnel to dielectric

-Plug your Metallic map in the "Mask"-Dropdown and invert it with the colorizer-shader


-Add another GGX Layer
-Rename it Metal

-Plug in your roughness map

-Plug your Base Color map in the "Layer Color"-Dropdown

-Plug your Metallic map in the "Mask"-Dropdown

-Set the fresnel to Conductor


Follow the text, the images down below aren't up to date

Hey baida,

I did go with the Spec/Gloss Workflow, you should be able to convert your maps in painter easily. There isn't any 100% solution right now, I guess.
alternatively you could buy the Pixelberg PBR shader

Cinema Version: R17

-create a new material
-open the material editor

Base color, Normal, hight

-feed the base color texture in the input in the color tab

-do the same for bump and normal in their tabs

The tricky part

-delete the legacy specular layer
-create a new GGX layer


-feed the specular into the Layer Color texture input


-under the roughness bracket create a colorizer
-feed the glossiness map into the input
-invert the map by changing the gradient to white and black


-change the GGX properties, highlighted yellow on the image. Tweak the roughness aswell

Hope this will help you


edit: Raise the Roughness Value up to 100%

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