Join Brian Bradley for an in-depth discussion in this video Improving your substance results, part of 3ds Max: Substance to Arnold.
- [Instructor] Having sorted out the base elements…for our wall material, we, or at least I,…had come to the conclusion that our texture…was looking a bit flat.…And so something that we may want to try here…is making use of the height output that we have…on our substance node.…Now, in many typical 3DS Max renderers…such as ART or VRay, we could hook the height output up…to the displacement slot on a material.…When using Arnold, though,…displacement is handled a little differently…in that we enable and work with it…by means of a modifier, very much like the subdivision…and displacement modifier that can be used with VRay.…
With the wall geometry selected then,…let's come over to the modify tab in the command panel…and apply an Arnold properties modifier.…Now, this isn't just a subdivision and displacement option,…although we do have those properties…because we also see motion blur,…sub-surface scattering, and volume controls on here as well.…Now of course when it comes to working…with displacement and especially mesh subdivision…
- 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
Substance Painter Essential Trainingwith Wes McDermott5h 55m Intermediate
3ds Max 2018 Essential Trainingwith Aaron F. Ross10h 10m Beginner
1. An Overview of the Substance Toolset
2. Using Bitmap2Material inside 3ds Max
3. Working with Substances from the Designer Application
4. Working with Maps from the Designer Application
5. Working with Maps from the Painter Application
Next steps1m 25s
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