Author
Released
3/6/2018- Why should we use substances?
- Choosing a substance workflow
- Using Bitmap2Material in 3ds Max
- Building up your material
- Working with substances and maps from the Designer application
- Using a substance with Arnold
- Improving your substance results
- Exporting your map types
Skill Level Intermediate
Duration
Views
- [Instructor] Hello and welcome to our course where we will take a look at Substance to Arnold workflows inside the 3ds Max application. My name is Brian Bradley, and I'm really looking forward to working through the numerous options available to us should we want to use algorithmics substance-based texturing tools when rendering with Arnold in 3ds Max. In Chapter One of the course, we're going to take a quick look at what we mean when we use the term substance-based tools, and then see how we can set ourselves up to use these inside of 3ds Max.
In Chapter Two, we will look at using bitmap to material to help us quickly and easily create materials from photographic assets. Now, rather than looking at the standalone application here, we will instead be making use of the bitmap to material node inside 3ds Max's material editor. In Chapter Three, we will start to work with substance files themselves as we look at how we can export a substance from the Designer application, and then use that fully procedural texture file to render in Arnold and 3ds Max.
Bearing in mind, of course, that we will still be able to edit our material inside of Max using both the exposed parameters of the substance itself, as well as by means of Max and Arnold's own material and map nodes. In Chapter Four, rather than looking at exporting a procedural substance file from Designer, we will instead look at outputting bitmaps, as well as taking a look at how we can create a custom output channel in Designer should that be required. Finally, in Chapter Five, we will again switch applications and this time look at using Substance Painter with Arnold and 3ds Max.
Again, making use of its ability to produce bitmap outputs specifically for use in the Arnold engine. If you are ready to get to grips with using algorithmic substance-based tool set using the Arnold render inside 3ds Max, let's get going and dive on in.
Related Courses
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Substance Painter 2016 Essential Training
with Wes McDermott5h 55m Intermediate -
3ds Max 2018 Essential Training
with Aaron F. Ross10h 10m Beginner -
3ds Max: Substance to V-Ray
with Brian Bradley1h 56m Intermediate -
3ds Max: Rendering with Arnold (2017)
with Aaron F. Ross2h 40m Intermediate
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Introduction
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Welcome2m 3s
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What you should know1m 5s
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Exercise files1m 3s
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The 3ds Max project folder1m 36s
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A word on gamma and units2m 44s
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How scenes are set up2m 55s
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1. An Overview of the Substance Toolset
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The substance toolset4m 30s
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Choosing your workflow mode3m 33s
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2. Using Bitmap2Material inside 3ds Max
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Building up your material5m 54s
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Swapping out the bitmaps4m 9s
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3. Working with Substances from the Designer Application
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An overview of your material3m 16s
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Exporting a substance2m 30s
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Resolution tweak2m 28s
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Plugin features4m 26s
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4. Working with Maps from the Designer Application
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Exporting map types3m 6s
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Using EXR maps in Arnold3m 52s
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Setting up a custom output4m 28s
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5. Working with Maps from the Painter Application
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An overview of your material2m 30s
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Exporting your map types3m 47s
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Exporting PSD files1m 39s
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Using the EXRs in Arnold2m 39s
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Using the PSD file3m 10s
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Final render settings3m 36s
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Conclusion
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Next steps1m 25s
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Video: Welcome