![]() Specular- this is imported and kept as sRGB. when exporting EXR- most software makes them linear, however substance painter does not, so they are still SRGB and you have to treat them as a jpeg or tif, so a colour space conversion is required.ĭiffuse- this is kept as RGB and simply imported ![]() ![]() I copied the type of file exported- in this case EXR. Naming this the same naming conventions as the others with metal added on the end. He did this by selecting to create a new grey output. First he removed the FO output and created a metallic one. Doing further research, I found an easier technique by Nick Deboar.ĭeboar the Arnold export set up but altered it. Trying to convert the files using Arnolds standard AI materials requires a lengthy process to do so. This is one of the biggest stumbling blocks for me- the conversion of substance painter textures to Maya.
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