From the course: 3ds Max: Substance to V-Ray Workflows

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Using floating-point maps

Using floating-point maps

From the course: 3ds Max: Substance to V-Ray Workflows

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Using floating-point maps

- [Narrator] Having exported our graph outports from Substance Designer as high-bit depth open EXR files, time to put them to work in Max and see if the final render that we get from them differs in anyway from the Substance version of the floor material that we have worked with in the previous chapter. Inside 3ds Max, then lets open up the material editor and in the floor tab select all of the nodes in the physical material tree. And then after holding down the shift key left-click and drag to create copies of them. After which we can delete everything, but the material node itself. Let's then grab a bitmap node from the material map browser and load the EXR file that we exported for the base color channel into it. Now straight away, if I just double-click to enlarge the thumbnail, you'll notice that our EXR file has come into Max looking much lighter than it did in Substance Designer. And so to make sure we are matching our material here to what we saw in the designer view port and…

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