Texturing from Substance
Hello,
Are there specific things to know when texturing for DAZ from Substance? I was aiming to create a strass texture for DAZ but whatever I try, the texture looks dark. Emissive change nothing that lead me to think :
- My maps are wrongly used in DAZ (currently I have : base_color, alpha, displacment, roughness, emissive, metallic, normals)
- The way I'm exporting maps is wrong (currently i'm using Blender BSDF compatibility from Substance)
- Strass causes ambient occlusion mistakes (but I'm not using it)
Any hint?
Comments
Strass?
Unless you are painting glowing materials I would not expect you to want emission. Which shader is applied to the surfaces (shown at top-left of the editor tab of the Surfaces pane)? With the Uber base translucency can darken the surface, as it lets light bounce in and some will be absorbed rather than scattered back out - that is correct, but may cause issues if the base colour does not allow for it.
Well... right, emissive is not usefull.
Anyway, thanks for the hint. Iray uber was missing and... that changes a lot of things. Now I just have to rebuild all my textures settings for all my custom clothes in DAZ. Enjoy! (sic - 15 clothes with six maps each this only for one color. Erf.)
strass is a word?
you probably dont need metallic on most clothing materials, perhaps for buttons but those can be separate material zone.
Anyway. your question about specific things to know:
Yes, strass is a word. A rhinestone, brilliant glass used in the manufacture of artificial paste gemstones, consisting essentially of a complex borosilicate of lead and potassium. It is named after its inventor Georg Friedrich Strass.
https://en.wiktionary.org/wiki/strass