Finally a tutorrial with in depth details. +1 Subscriber
@Ajith___5 жыл бұрын
Awesome tutorial!
@BrentLeBlancCG5 жыл бұрын
Thank you Ajith!
@boothy68905 жыл бұрын
Awesome tutorial man! Thanks!
@BrentLeBlancCG5 жыл бұрын
Thanks! Glad you enjoyed it.
@emmanuelb10575 жыл бұрын
Hi Brent, just a tip because i've not seeing you did this, sorry if i've missed it ! If we slide our map direclty from our explorer to the hypershade, the name of the node will be already there and you can save some time by no rewrite them.
@BrentLeBlancCG5 жыл бұрын
Thanks Emmanuel! Will this make a Maya image node or aiImage node?
@emmanuelb10575 жыл бұрын
It seems to create an maya image node
@BrentLeBlancCG5 жыл бұрын
I'd prefer an aiImage node, but still that's super useful. Thanks Emmanuel!
@emmanuelb10575 жыл бұрын
I'll check out the difference, i'm curious =D if i can get an better resultat myself with aiImage
@BrentLeBlancCG5 жыл бұрын
aiImage node has better mipmap and UDIM support and .tx generation options. I'm not really sure what the importance of this is under the hood. I'd be curious to know. Cheers!
@prashantadhikari33115 жыл бұрын
Thank you for this awesome tutorial. Subscribed
@BrentLeBlancCG5 жыл бұрын
Thanks Prashant!
@pathikbiswasvisualart5 жыл бұрын
Thanks very very helpful.from india.
@naveensingh35835 жыл бұрын
great tutorial thanks
@BrentLeBlancCG5 жыл бұрын
Thank you Naveen!
@abdulkhalilsalik5 жыл бұрын
nice tuto , everyone doing render in substain painter , you did excellent job. how about redshift next tuto
@BrentLeBlancCG5 жыл бұрын
Thanks Abdul! I've really wanted to try Redshift, I need to go through the ropes with it a bit before I put out a tutorial. It looks very cool. Thanks for watching!
@rKringtonezone5 жыл бұрын
Sir one last question . i want to use substance exported maps in maya arnold so what is the general configuration for export(in substance painter)??????????. Because sometime i get nice result in PBR roughness config and sometime i get nice result in arnold config.
@BrentLeBlancCG5 жыл бұрын
I tend to export 16bit .Tiff files. Those tend to give me the most consistent results. Make sure all of your colorspace settings are properly flagged in your Maya file nodes. Raw, srgb, etc depending on what you are using. Also if something doesn't look right, try to isolate select that channel in the Arnold render view and see if the map looks exactly the same as in painter. If it does then it's likely an issue with your lights or shader settings. Hard to trohbleshoot without it in front of me. Good luck!
@rKringtonezone5 жыл бұрын
In substance painter i have exports all maps in png format.so question is , is png works or i have to do another export operations with .tif format.
@BrentLeBlancCG2 жыл бұрын
Map format comes down to preference or your studios pipeline requirements. In my experience .tiff format tends to give the highest fidelity maps.
@29douds5 жыл бұрын
Hey ! Nice tutorial ! I just didn't get how you exported the UV mask for the SSSMult, ^^' can you explain it please ? and with this technique how would it work for a human skin for example, should we also do a mask ? Thanks a lot ! Great job ;)
@nkayserian4 жыл бұрын
When I use aiImage nothing shows up in my render, but when i use the file node, then i can see all my textures. what is the pros to using aiImage over the file node?
@BrentLeBlancCG4 жыл бұрын
aiImage has some pretty cool functions that are all inside the node, however it's not necessary. For most things I use the base Maya image node
@nkayserian4 жыл бұрын
@@BrentLeBlancCG got it. when i use them my render screen either comes out blue, or black so I didnt know how the aiImage was affecting the render
@BrentLeBlancCG4 жыл бұрын
@@nkayserian hmmm, not sure why that is.
@rKringtonezone5 жыл бұрын
Sir i am facing one problem . I export all substance painter map in 2K resolution for rendering in maya arnold but when i attached all maps to appropriate place i am not able get exact result as i am get in substance painter I-Ray. I don't know what to do get exact or nearly acceptable result. Please make video so we can know what we missing or have to do to achieve desire result. Thanks in advanced always.(subscriber request)
@BrentLeBlancCG5 жыл бұрын
Hey rK, be sure you know what Bit depth you are exporting in and that your file nodes in Maya reflect that is your maps. If you are using 16 or 32 bit I would set the colorspace to RAW in your File node in Maya.
@rKringtonezone5 жыл бұрын
@@BrentLeBlancCG okay. I am using basic export settings like arnold 5 in configuration and 8 bit png format and 2048 in each texture sets. And in maya i set raw colorspace to every grayscale maps(roughness,metalness and normal map also) and base color is set to sRGB colorspace. Do tell me what i am doing wrong.
@BrentLeBlancCG5 жыл бұрын
Try exporting 32bit Tif, and Setting every single channel to RAW. This should be a 1 to 1 from Painter to Arnold. There is a Substance to Maya bridge now. You could try that out too. I haven't really messed with it. I'm sure on substance academy there is some conventions for setting this up.
@rKringtonezone5 жыл бұрын
@@BrentLeBlancCG sure i will try it and tell you whether it works or not.
@johnjohn63025 жыл бұрын
Did you cut your crash reaction? You had the calmest reaction ever
@BrentLeBlancCG2 жыл бұрын
Haha, I likely did.. However I've had so many crashes in my career it has just broken me entirely.. Lol
@johnjohn63022 жыл бұрын
@@BrentLeBlancCG thanks for answering haha! Is there a way to contact you?
@BrentLeBlancCG2 жыл бұрын
@@johnjohn6302 you can DM me on Instagram, link in description of my latest video
@naifox15 жыл бұрын
its gonna be a Part 3
@gherat4 жыл бұрын
So there isn't a faster way to do this? Can't you do this stuff with 'substance-in-maya' plugin or something?
@BrentLeBlancCG2 жыл бұрын
I've not used it in the past, but I think there is much easier ways to do this.
I wanted to know. Is a water and ocean shader difficult to do?
@BrentLeBlancCG5 жыл бұрын
I would assume that the best result would be from a sim, but I've seen material solutions that hold up fairly well at distance. I am personally not familiar with it, but I'll keep an eye out.
@dubscope22464 жыл бұрын
I don't understand why there is not an official script form Substance to import all the baked textures back into Maya, for Vray, Arnold etc.
@BrentLeBlancCG2 жыл бұрын
I think they may have one now actually
@TheGreatArlei4 жыл бұрын
why can't I just drop the damn textures and render it instead of fucking with 10.000 nodes and settings..jees. Thank you for the tutorial tho, you are a great teacher!
@BrentLeBlancCG4 жыл бұрын
Well, with all things in life. You get what you put into it 😉
@TheGreatArlei4 жыл бұрын
@@BrentLeBlancCG That's wise. Thank you Brent, I'll definitely incorporate that mindset into my work.
@naifox15 жыл бұрын
how beautiful it would be if only the poly from maya and exported to Sustance Paiter is painted and textured and then exported to maya and only render it and that's it and no longer use all those connections in Hypershader which is very confusing
@BrentLeBlancCG5 жыл бұрын
When you first start shading it can be a little daunting, but I encourage you to get familiar with the hypsershade. It will give you so much more power as an artist. Please let me know anything that was causing you trouble. It just takes a bit of time. Thanks for watching!
@naifox15 жыл бұрын
@@BrentLeBlancCG Can you make a tutorial about Hypershader please ?