Does anyone have any more information on this, or is Painter a strictly PBR environment? I'd like to use painter to quickly layout some last gen models. I need a Diffuse (lighting baked in, not an albedo) a specular (Not quite the same as the specs used in s/g shaders) And on a final note s/g is no more last gen than m/r.…
Also, there's an article on Toolbag site that covers process of manual converting M/R maps to S/G maps. http://www.marmoset.co/toolbag/learn/pbr-conversion
Hey folks, I was wondering if anyone had a few additional custom shaders for substance painter ? I found a sepc/gloss pbr shader here somewhere but what I'd really need is a simple blinn shader (working with last-last-gen assets from time to time) I tried copieing shaders from Substance Designer over to Painter but with no…
I had a few issues with this shader, first off when right clicking and save as it just wounldnt work, Jarc gave me this link https://share.allegorithmic.com/libraries/84 - the code looks the same so my guess was possibly an encoding issue with chrome when saving as? So if you have issue try that link My next issue was the…
I know about that BUT these maps are too designed for a PBR Spec/gloss shader not a true last gen shader, while this certainly will be closer to what I need it still isn't exactly right substance designer coudl also convert the maps for me
Here it is. It uses a Specular and Gloss channel, and supports transparency, emissive and AO channels additionally. The light position is not tied to the environment and has to be moved around manually through the shaders parameters for now. https://dl.dropboxusercontent.com/u/9804576/BlinnPhong.glsl