Hello guys. I am really in need of your help.
In our office
majority of the asset artists are using Mari and they are following
spec/gloss workflow. We also have the flexibility to finish our texture
work in Substance but then import to Mari. Because we then publish our
textures inside Mari with our custom pipeline tool which exports all
channels in linear colorspace. So far so good. There is no problem in
importing and exporting channels.
So i am a substance guy. I love
using the software and i always use metal/rough workflow (it's 2017
come on). We are using vray renderer and one master shader for the entire asset (with the help of vrayBlendMtl) and here is the problem. Our lighting and rendering artists dont want to use IOR maps because of
render times. And there is a custom exporter in substance painter which
is Spec/Gloss from Metal/Rough. I tried that but i cant get my metals
shine. If i use this profile my textures are completely looking off.
They are not looking in the way they look with IOR.
So my question; what is the correct workflow to convert metalness (ior) to specular? What can i do ?
Thank you very much!
Replies
Can you describe the issue in terms of what happens to the colours and also show us your export settings?