Greetings!
I have a question regarding to reflectivity tuning for Substance Painter -> VRAY (3dsmax) workflow:
I exported maps with VRAY preset and configured VRAYmtl according to SP guidelines (
https://docs.substance3d.com/integrations/vray-for-3ds-max-157352261.html), yet there is seems to be some issue with reflectivity: quite rough dielectric part reflect way more environment color (little white\blue-ish spots on the right example picture) than it should. Just to be sure I checked export result for KeyShot - no such problem appear.
Which part of material\renderer tweaking am I missing on?
Thanks!
Replies
Similar, at least. With the exact same one result would be:
So the reflectivity problem still there, especially noticeable on a line between outside and inside parts of the bag, which is "rough" on both SP and KS, but not on 3ds max one.
Please let me know if something else needs to be tweaked.
Still, SP creates glossiness map (which matches inverted roughness) for Vray texture export preset.
>I bet it's your IOR map. This is a float value in V-Ray, so an 8bit bitmap will only apply 0-1 IOR. Did you export a 16bit file?
Tried, doesn't seems to make noticeable changes (unless there are some additional switches in 3ds max map settings that also should be tweaked to make in work). Though I also suspect IOR map to be the source of a problem, since KeyShot preset, which mostly has same maps (same mostly-white reflective map and inverted glossmap for Roughness), has Metallic map instead of ior.
>Mask the Reflect to only apply to the metals, and it should work better.
Yeah, guess I'll gonna do it this way. Maybe not by totally blacking-out parts of a map for non-metals (which kills all of the gloss), but manually editing Reflection map, combining with others (like on the right picture, where I multiplied it with contrasted Glossness map). Doesn't seem like really solid approach though.