

is there a format that will work better with Max / Arnold than others? I exported my textures using the "Arnold 5" preset in Substance Painter, so I don't really understand why that wouldn't work.

I will be covering texturing with Substance Painter, and how to achieve a cool look in Maya with the Arnold Renderer. Michiel, you asked what format and bit depth my texture was. Substance Painter Maya Arnold Rendering Texturing Character design Vinicius' Site Introduction Hello This tutorial will be a brief explanation of my texturing and shading workflow. To sum up, I have tried to export from Substance Painter with different presets (Arnold 5, PBR MetalRough), exporting to a different format and bitrate, tried overriding the gamma at 1.0 at import, connecting a range shader between the texture map and the specular roughness in Max - as well as changing the material type to a Physical Material. If you export maps from Substance Painter using the Arnold 5 export preset, the normal map. It's very demotivating to work on rendering this way, so I'm determined to get to the bottom of this. A guide to rendering Substance textures using Arnold in Maya. I have had some difficulty with my roughness maps in the past, generally they have been way too glossy and not really showing the same contrast or detail as in Substance Painter or Sketchfab. I included a snapshot of the material as well. The height maps it makes are internally in HDR space, and thus need to be written out as EXRs (16-bit half should be fine) so as not to lose detail which would occur when going from HDR to the 0-1 range of an 8-bit file. I tried to connect a range shader between the texture and the specular rougness, and made sure to import the map with gamma at 1.0. Substance Painter is a paint program (not a modeling/sculpting program) and thus generates all its maps by painting techniques.
