
Rename your assigned materials to be the same as your FBX file names. Let the things as they are and manually connect the new materials to your objects. If you don't do it this way, you have two solutions: This way the exported maps will have your material's name as part of their name and you can use it in the textureSet part of the script. I recommand you to export your FBX to substancePainter with the name of the material instead of the name of the object. fbx extension)Īs the script uses the textureSet as the material name, The textureSet name here is your FBX file name (used by Substance Painter as part of the texture name, without the. If enabled, you can add subdivisions to the meshes or materials (depending of your render engine)Ĭlick this button to import the textures, create the nodes and connect everything UDIM If enabled, the tool will add a colorCorrect node after each file node If enabled, the height maps will be used as displacement mapsĪdd colorCorrect node after each file node If enabled, the height maps will be used as bump maps (if there's also a normalMap, both will be used) are related to the baseColor/diffuse parameter, but you can choose another one in the dropdown menu) The script automatically purpose parameters for usual maps On the left are the found maps, and for each name, a dropdown menu is created on it's right to let you specify in which parameter you want to plug that map. If the tool find shaders named like your textures's textureSet, and if the shaders are the ones used by your renderer, the textures will be plugged in those shaders, instead, nothing will append.Ĭlick this button to search for the textures and create the second part of the UI.Ĭlick the Re-launch button if you've changed the texture folder, the naming convention, the renderer, or after you've moved new textures in the Texture Folder and want to use that changes.īased on your Naming Convention, the tool will create lines The tool will create new shaders and plug the textures in them and add '_shd' suffix to the found name. If the tool find shaders named like your textures's textureSet, and if the shaders are the ones used by your renderer, the textures will be plugged in those shaders, instead, the tool will create new shaders with the name and '_shd' as suffix. Define the Naming Convention ( more.)Ĭhoose the folder that contains your Substance Painter texturesĬlick Get to open a dialog and choose the folderīy default, the tool uses the sourceImages folder of your projectĮnter the textureSet name and the map name of one of your textures.īe careful with the lowers and the CAPITALS lettersĬreate new ones if they doesn't exist, instead use existing ones. Click on the shelf button to launch the tool. RENDERMAN TEXTURES HOW TO
See the UDIM part of this documentation How to use UDIM option added in the Options part of the UI. The content of the folder need to be this oneĬreate a shelf button in Maya with the following Python command (I.e: C:\Users\user\Documents\maya\scripts on Windows) Put the SubstancePainterToMaya folder in a maya script directory Atlas outputs such as UDIM are supported.This tool is used to automatically connect Substance Painter textures to Maya. 2D baking requires users to supply a well formed texture manifold, meaning there should be user created UVs laid out appropriately for their needs. While the most common texture manifold is ST, arbitrary manifolds are supported. Users can bake directly to txmake (.tex), TIFF (.tif), and OpenEXR (.exr) outputs.
Texture BakingĢD baking allows users to bake pattern signals to texture images.
This can happen for any reason but typically will because the baked results do not exist or a user wishes to ignore the baked result in order to tweak the pattern network.īaking itself is enabled by using the bake hider. Read the pattern network instead of the baked results.Use previously baked results, if they exist, or.Without heavy modification of assets or scenes, users are able to:
Transfer assets between renderers, real-time viewports, and 3D printing.īaking is exposed in RenderMan via pass-through pattern plug-ins that allow users to both render and bake from the same scenes.Lock procedural pattern information from a reference position without using Pref.Look development asset publishing as part of a shading pipeline.These savings can be realized across many frames. Reduce render times be eliminating run-time computation of expensive pattern networks.Baking allows users to pre-compute or "bake" pattern networks into 2D texture images or 3D point clouds.