I've tested Corona, it does not support IOR < 1. Even though you can plug a bitmap in the IOR input, it looks like it's stuck to 1. The ior is mandatory for the conversion.. :/ In vray, the values bellow 1 represents 1/ior, allowing users to input a texture. Maybe you could ask the devs for that ? :) I'm downloading the…
Yeah, Octane requires a lot more tweaks than the export from Painter itself. I use a similar approach that I posted in the previous page, that is: -Paint in Metal/Roughness(my preferred workflow), but convert and export to Spec/Gloss from Painter -Change my normal format to OpenGL -Create a Glossy Material for your…
@MDiamond I'll take a look at Octane tomorrow. I only have a 1.x license, do you know if they changed the brdf in 2.x ? @toren3d The main "problem" with earlier version of vray is the brdf: it's the key. If the brdf is different, the glossiness will be different. Vray 3.2 has the same brdf (ggx) than SD/SP, so the…
I'm trying to use the node to convert for use with Arnold, I'm really not sure if I'm setting everything up correctly. Can someone help please? I got Maya 2015, EXT 1, I have Color Management on, I don't know if it messes things up? in Maya Color Management I'm using: Rendering Space: scene-linear Rec 709/sRGB View…
I havn't the same settings for rendering with Arnold, Exporting from Substance Painter to .exr (no Gamma embedded), I apply a 0.455 gamma correction on diffuse and Specular (Texture Gamma Set to 1) to match with the Substance Painter / Marmoset display. The Green Channel of my Normal Map are inversed (Unflag Flip G Channel…
Here is a filter to convert baseColor/Metallic/roughness to Vray/Corona/Redshift/Arnold This filter is now by default in SD library (search for PBR converter). Limitations: - in Vray/Corona the fresnel is colored, it's not in SD - a 100% black metal renders black/no reflection in Vray/Corona, in SD the fresnel is still…
Ok, I have something for both Corona and Redshift. Corona: As you suggested making (1 / (1/ior map)) allows to retrieve the correct value. Their is one problem though: Corona shader seems to use a blinn/phong brdf (we use GGX in SD/SP). So we can apply a curve to try to match the glossiness but it can't work for very rough…
The metal maps created in SubstancePainter look all great in V-Ray. However my non-metal maps reflect way too bright. All maps are imported with 1.0 gamma into my V-RayMtl slots, except of course the diffuse map.. Raising the brightness of the high tones in the IOR map helped somewhat (to shift the non-metal parts closer…
No worries, you're not doing anything wrong. The shader in SD/SP uses the GGX brdf for the specular contribution but for the diffuse contribution it uses a simple Lambert brdf. Vray on its hand uses GGX for both diffuse and specular and that explains the difference when only the diffuse contribution is visible (at…
Hi there, I used the converter from the start of the thread and I did the conversion from base color/roughness/metallic in SD 5.3 and exported them to Vray 3.1 for Maya but I can't get the same result for my lantern.. here are my settings and this time I used the Vray export in Painter 2.0.3 ( I tried different input…