Join Brian Bradley for an in-depth discussion in this video Setting up the Bitmap2Material node, part of 3ds Max: Substance to Arnold.
- [Instructor] Before we go ahead and connect…our bitmap to material node to the AI standard surface node…that we created in the previous exercise,…there are a couple of steps that we need to take…in order to keep things from being fouled.…the first of which is critical…in that our substance won't render without taking it.…And so, let's hit the F10 key to open up…the render setup dialog, and from inside the system tab,…put a check in the Legacy 3DS Max map support box.…Now, depending on the version…of 3DS Max and Arnold that we are using,…this step may no longer be necessary,…though obviously it was at the time of this recording.…
After closing the render setup dialog,…we can open up the material editor and ground tabs,…and add the generated image that we will be using.…To do that, we can add a bitmap node from the browser,…and then from the exercise files folder,…jump into the scene assets, images, textures,…and bitmap to material three folders,…grabbing the grass.png file that we see there.…After doing that, we will want to connect it…
- 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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