Shaders from Substance Painter images
iacoposk8
Posts: 76
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
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.
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?
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).
Thanks for the reply. I'm doing some testing but it's not as realistic as the original
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!