Shaders from Substance Painter images

Hello everyone! I would like to use this texture: https://3dtextures.me/2021/02/10/metal-mesh-005/

Attached I have put the .duf file with my attempt, but it doesn't seem to come out well.

I'm not sure which item I applied the images to and, I couldn't use all of them, what can I do?

I believe the images were made with Substance Painter

Thank you

zip
zip
Metal_Mesh_005_SD.zip
2M

Comments

  • Senor_MonkeySenor_Monkey Posts: 126
    edited May 2022

    It renders OK with Iray, just make sure you've plugged all the textures in to ge tthe best results. Note that the opacity will only affect the outside of the cube, so the inside faces will still render grey.

    vube.png
    739 x 684 - 619K
    Post edited by Senor_Monkey on
  • iacoposk8iacoposk8 Posts: 76

    Thank you very much for your reply.

    I don't know how to link all the images:

    Metal_Mesh_005_basecolor.jpg > Base Color

    Metal_Mesh_005_ambientOcclusion.jpg > I haven't put it, where does it go?

    Metal_Mesh_005_height.png > I haven't put it, where does it go?

    Metal_Mesh_005_metallic.jpg > Metallic Flakes Weight (is it right)?

    Metal_Mesh_005_normal.jpg > Normal Map

    Metal_Mesh_005_opacity.jpg > I haven't put it, where does it go?

    Metal_Mesh_005_roughness.jpg > Diffuse Roughness or Glossy Roughness?

  • Richard HaseltineRichard Haseltine Posts: 100,833

    Don't assume that every map has to be used. Ambient Occlusion is baked-in shading, and probably isn't needed for iray (though you could use it as a control map for a dirt layer, perhaps). Height is bump or displacement. Metallic would probably be used as a cotnrol map for the Metallicty mode, cotrnolling which areas were emtallic and which not - it may well not be needed. Opacity would perhaps gon in Cutout Opacity, if there are areas to be hidden. Roughness could go where you like, in one or both depending on what you want (and whether the map is actually non-uniform).

  • iacoposk8iacoposk8 Posts: 76
    edited May 2022

    Thanks for the reply. I'm doing some testing but it's not as realistic as the original

    exp.png
    1920 x 1080 - 2M
    Post edited by iacoposk8 on
  • The textures are just 1K resolution, so you need something better. At least 2K.

    The maps

    Metal_Mesh_005_metallic.jpg > Metallicity (invert the map and put metallicity to 1) 

    Metal_Mesh_005_basecolor.jpg > Base Color

    Metal_Mesh_005_ambientOcclusion.jpg > you don't need it (in others programs multiplied with base color )

    Metal_Mesh_005_roughness.jpg > Always Glossy Roughness (set to 0)

    Metal_Mesh_005_height.png > displacement (strength 0,75, minimum -1, maximum 1, subd 3)

    Metal_Mesh_005_normal.jpg > Normal Map

    Metal_Mesh_005_opacity.jpg > Cutoutt

    Tiling: Hotizontal 1.70, Vertical 1

    Maps1.png
    800 x 800 - 704K
  • iacoposk8iacoposk8 Posts: 76

    ThomasB_79 said:

    The textures are just 1K resolution, so you need something better. At least 2K.

    The maps

    Metal_Mesh_005_metallic.jpg > Metallicity (invert the map and put metallicity to 1) 

    Metal_Mesh_005_basecolor.jpg > Base Color

    Metal_Mesh_005_ambientOcclusion.jpg > you don't need it (in others programs multiplied with base color )

    Metal_Mesh_005_roughness.jpg > Always Glossy Roughness (set to 0)

    Metal_Mesh_005_height.png > displacement (strength 0,75, minimum -1, maximum 1, subd 3)

    Metal_Mesh_005_normal.jpg > Normal Map

    Metal_Mesh_005_opacity.jpg > Cutoutt

    Tiling: Hotizontal 1.70, Vertical 1

    you are a genius!

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