Join Brian Bradley for an in-depth discussion in this video Using the EXRs in Arnold, part of 3ds Max: Substance to Arnold.
- [Instructor] Having exported all of the map channels…that we need from Substance Painter,…what we want to do in this exercise is demonstrate,…firstly, how we might go about using the exported EXR files…that we'd created.…The first thing that we will probably want to do here then…is get our maps imported into Max…and plugged into an Arnold material.…After opening up the Material Editor using the M key…and then jumping into the Robot tab,…let's drop an Arnold standard surface material…onto the work area.…
Apply that to the robot's body…and make sure that…the Show Shaded Material in Viewport option is turned on.…Now, whilst we did write a total of six EXR maps out…for this particular part of our robot,…we aren't really going to use the height…and the mess of options here.…And so, let's drop a bitmap node onto the work area…and then, after adding the base color map…for the body to it,…we can copy the node three times…and then add the relevant map channels to them,…making certain, of course,…that we also connect each of the maps to the relevant inputs…
- 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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