@joebount We added an export option that converts the metallic+roughness maps into a spec+gloss model, but it's not very accurate yet. We will have proper support for the spec/gloss PBR model later on. BTW, we just released a series of tutorials to get started with Substance Painter on Youtube:…
The HSL filter in the shelf of Substance Painter is channel specific and only support BaseColor for the moment since we don't fully support the Spec/Gloss workflow.
Quick question, I am painting a material, rubber just for example but when exported I don't appear to get anything on my spec map that I added. Stuff only really shows on the diffuse? What am I doing wrong?
Would this shader work for texturing the asset that is going to be rendered using old non PBR diffuse/spec/gloss shading? I am working on the project right now that's not going to use PBR, but I would really like to use Substance Painter for texturing
Here's a stupid question, but I can't seem to find any information on how to export your maps at all. Is it even possible? It'd be great if you could just export your diffuse/spec/gloss as TGA and such. Still trying to figure this all out. Not used to the interface.
Is it possible to save out Substance Painter's flat material preview--the one that shows the lighting, spec, etc on the UV layout--to a file at a high resolution? I'm working on a project that only supports colormaps and I'm wondering if it'd be possible to generate textures this way using custom HDR environments.
Well actually I was bored and made one :) You can grab the PBR Spec/Gloss shader HERE. Don't forget to change the Channels in the document settings, delete the roughn ess and metallic channels and replace them with specular and glossiness. Also make sure the specular channel is set to sRGB8.
I am in the process of learning SP and have to say its a great tool. However I'm having a hard time understanding the gloss/metal PBR workflow. Maybe I'm getting something wrong with PBR but here is my problem. Unless I'm mistaken this is how Spec/gloss maps work: Albedo = colour (no lighting info) Spec (Specular…
Just making sure, because this is what it seems like, but is the pbr spec/glossiness still not officially supported? I found a "PBRSpecGlossNrmShadows.glsl" file on the allegorithmic forums here (https://forum.allegorithmic.com/index.php?topic=2811.15) but the last post was in May so I figured I'd ask if there has been an…
Someone can tell me how I can gray-out (desaturate) my textures for gloss/specular slot? Basecolor HSL is only for ... Basecolor after I tested it -_-' Even when I have spec selected it wont work (i using PBRSpecGlossNrm shader because I prefer it - still some engines don't support metalness map)