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This tutorial shows how to import textures from Substance Painter and Substance Designer into V-Ray for Maya and then use them with VRayMtl.

Overview


In this tutorial, we will export textures from Substance Painter and Substance Designer and then import them in V-Ray for Maya to demonstrate how they can be used with VRayMtl.

In Substance Painter, we can work with either the Metallic/Roughness or Specular/Glossiness workflows to create shaders. The shaders then can be exported for use with V-Ray by using the V-Ray export preset.

You can find out more about exporting textures from Substance Painter here: https://helpx.adobe.com/substance-3d-general/home.html


Step 1: Export Textures from Substance


  • In Maya, create your textures and then go to File / Export Textures…
  • In the Export Tab, select the Vray Configuration and click Export.


Substance Painter comes with a VRayMtl representation and VRayMtl templates for the specular/glossiness and metallic workflows.

You can find more information here: https://helpx.adobe.com/substance-3d-integrations/renderers/vray/vray-next-substance-painter.html



Step 2: VRayMtl Setup


  • Create a VRayMtl material in Maya.
  • Import the textures exported from Substance Painter/Substance Designer into Maya from File > Import....
  • Link the textures to the input channels as follows:


Substance Painter Texture

ColorspaceV-Ray Material Channel
DiffusesRGBDiffuse Color
ReflectionsRGBReflection Color
GlossinessRAWReflection Glossiness
IORRAWFresnel IOR
NormalRAWBump and Normal Mapping





  • In VRayMtl parameters > Reflection rollout, disable the Lock Fresnel IOR to Refraction IOR option. Alternatively, you can leave it locked, but connect the IOR texture to the refraction IOR of the VRayMtl.
  • In VRayMtl parameters > Reflection rollout, set the BRDF Type to GGX .


Step 3: Adjust Colorspace of Imported Textures


  • Change the colorspace to RAW for the Glossiness, IOR and Normal maps from the File Attributes rollout > Color Space > RAW.
  • Make sure that the colorspace of the Diffuse and Reflection maps is set to sRGB.

This ensures that the textures are interpreted properly for a linear workflow.





From Render Settings > V-Ray > Color mapping:

  • Leave the Color mapping type to default Reinhard.