Exporting Substance Painter Maps / Importing Those Maps into Daz
I'm having a remarkably hard time finding any reference, notes, or forum posts that specifically addresses this, so maybe it's an unmet thing and maybe - just maybe - a long-winded, data-rich post can help us all get on the same page.
I'm having a lot of fun learning to paint models in Substance Painter. And I have successfully exported PBR textures from that program into Blender. But now I'm to the point where I want to export these maps and import them into Daz for rendering in that environment, but I have two problems:
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I can't identify the precise export template - including all relevant maps - that I should be using when attempting to export from Substance Painter.
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I can't identify the precise shader values where I plug those into when I’m working in Daz Studio.
1 | Substance Painter Export Template
Here is a thread that I used to guide me as to select the following output template: Document channels + Normal + AO (with alpha)
For my exports intended for Blender, I have used the following Preset: PBR Metallic Roughness with the following alteration: For the normal texture, I use Normal OpenGL instead of Normal DirectX.
This leaves me with the following (primary) PBR textures: BaseColor, Height, Metallic, Normal and Roughness.
As I am not incredibly conversant in the use of IRAY, I am not certain what my different maps should be (and how I should modify them). However, in part two, I’m going to put my knowledge of PBR-assignment next to what I’ve attempted in DAZ and see where that lands me.
2 | Plugging Those Exported Maps into Models in DS
Here’s a chart that puts those maps into context: Blender PBR & DS IRAY (Metal / Plastic). I’m confident this will be wrong. But I’m also confident that one of you kind people can help me figure out how to fix it:
Substance Painter |
Blender |
Daz Studio |
Texture Map |
Principled BSDF |
IRAY: Metallicity/Rougness |
BaseColor (RGB) |
Base Color |
Diffuse Color |
Height (Gray) |
Unused |
Base Bump |
Metallic (Gray) |
Metallic |
Metallicity |
Normal (RGB) |
Normal |
Normal Map |
Roughness (Gray) |
Roughness |
Glossy Roughness (Not Diffuse) |
Opt / Emissive (RGB) |
Emission |
Emission Color |
Opt / Opacity (Grey) |
Alpha |
Cutout Opacity |
There are two maps that I can’t find a home for: the Metallic and the Emissive (where relevant).
And all this assumes that there is a 1-to-1 relationship between Blender’s PBR maps and Daz IRAY’s maps, which there probably isn’t. I mean, perfectly. So that’s what I want to figure out.
Thanks for your attention.
Comments
See, I knew product designers had to be using SP for some of this stuff. Thanks for your response!
You are quite right in that I am aiming at IRAY here. I already have the standard PBR/3DL workflow figured out. Now I want to figure out IRAY for renders straight from Daz.
I am trying to follow your instructions, but I am not seeing the same things that you are. First, let me say that I have confirmed that I'm working in IRAY. I checked the renderer to make sure. But here are the differences:
At this point, it is worth asking if there is some underlying setting that I should be looking at. So much differs from what you recommended that I do that I'm way more confused now than I was earlier.
Also: There is no IRAY export template anywhere in Substance Painter. Is this something I can obtain elsewhere? I'm happy to build it myself, but I need to at least see an example of what I'm aiming at.
I'm starting to read more about how I would build a template, but I am really stuck on where the heck the Metal input is...
You are not working with the Iray Uber Shader. Even if you're trying to render in the Iray engine, you still have to select the item, select all of its materials, and double-click the Iray Uber Shader preset from Shader Presets.
Thanks so much Sickle! I got some additional data from this thread, but here is the action to take (for other noobs like me):
This will apply the shader to all materials and allow me to continue following those instructions. Using this, I will attempt to update the original post's table. It' just going to take a few..
Thanks again!
Okay, I've had a chance to review everything. After I applied to the shader, all your recommendations worked flawlessly.
So far, I think that the standard Blender Maps will actually work just fine until I start getting crazy with Diffuse Overlay Weight, Translucency Weight, and all the other Weights I'm not familiar with. The main thing, though, is I have a workflow! I'm sure additional tweaking will occur over time, but for now, I can Do Things.
I updated the table above. Please let me know if you see anything erroneous and I'll update it.
Thank you so much for your patience, SickleYield!
I'm curious why the PNG maps need to be flattened (no transparency). I've been using PNG maps with transparency from Marvelous Designer in DS with no apparent problem in Base Color and Glossy Roughness. What problem am I overlooking?
Additional question: When I'm plugging my map into the Rougness, is that Diffuse or Glossy?
I don't see any significant size difference between the version with the transparency (created by the baked textures in MD) and the flattened version (created by the export unified textures in MD). I don't think the PNG file with transparency translates to any DS transparency, but the non-transparent section of the file looks correct on the garment (with the proper UV, of course). If I tile the texture, just to see what happens, the transparent portion renders black in DS. Of course the non-transparent texture would render with whatever background color it has, where the transparent one rendered black.
There may be some issue with PNG files with transparency in DS, but I don't know what it is. That is why I asked. Maybe it is a problem in some channel other than where I am using it.I know you cant use it in Cutout Opacity and expect the transparent part to cut out.
I'm using DS 4.15.0.14 Public Beta.