Join Brian Bradley for an in-depth discussion in this video Using EXR maps in Arnold, part of 3ds Max: Substance to Arnold.
- [Instructor] Having exported our graph…from Substance Designer as high bit depth open EXR files,…time in this exercise…to put them to work and see if the final render…that we get from them differs significantly…or indeed in any way at all…from the substance version of the material…that we worked with in the previous chapter.…Inside 3ds Max then let's open up the Material Editor…and in the Wall tab select all of the nodes…in the existing material tree…and then after holding down the shift key,…left click and drag…to create copies of them all.…
Once done, we can select and right click…on just the Arnold Material node itself…and then use the Move Tree To View command…to send all of these copies to the Wall EXR's tab…that I have already added to this version of the scene.…Jumping into that tab,…the next thing I want to do…is delete all of the substance-related nodes…that we have here,…so the substance and output map selectors.…After which we can grab a bitmap node…from the browser and load the EXR file…that we exported for the base color channel.…
- 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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