Join Brian Bradley for an in-depth discussion in this video Choosing your substance workflow mode, part of 3ds Max: Substance to V-Ray.
- [Narrator] Now something that is often times highlighted…when rendering with Substance generated materials…in applications like V-Ray and 3DS Max is the need for us…to choose which of the available PBR workflows…we will want or need to use.…Be that the default metal/rough…or the equally valid spec/gloss option.…Now the reality of V-Ray 3.5 and 3DS Max 2017 and up…is that it doesn't really tend to matter which of these…we choose to work with as V-Ray can render both.…Given that Chaos Group quickly adopted support…for 3DS Max's newer physical material type, which by default…adopts a metal/rough approach to using input maps.…
Although this can actually be switched…to spec/gloss should we prefer.…Now whilst the phrase PBR of physically based rendering…has become a real buzzword in the gaming world over…the past couple of years, the simple truth is that many…of 3DS Max's render engines have, throughout the years,…been able to render in this way.…So for instance, Mental Ray, V-Ray, Maxwell, FinalRender,…as we say, these have all been doing psychically…
- What are substances and why should we use them?
- Choosing your substance workflow mode
- Using Bitmap2Material inside 3ds Max
- Loading the Bitmap2Material node into 3ds Max
- Building your material
- Working with substances from Substance Designer
- Working with maps from Substance Designer
- Exporting the map types
- Exporting maps from Substance Painter
Skill Level Intermediate
3ds Max 2017 Essential Trainingwith Aaron F. Ross9h 50m Intermediate
3ds Max 2017: Advanced Lightingwith Aaron F. Ross2h 52m Advanced
1. Overview of Substance Based Tools
The substance toolset4m 9s
2. Using Bitmap2Material inside 3ds Max
3. Working with Substances from Substance Designer
4. Working with Maps from Substance Designer
5. Exporting Maps from Substance Painter
What's next?1m 33s
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