SOLVED Substance Designer - create PBR Texture

Discussion in 'Modding' started by haunetal1990, Sep 19, 2023.

  1. haunetal1990

    haunetal1990 Registered

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    Last edited: Oct 1, 2023
  2. Felix Schendel

    Felix Schendel Registered

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    I have never used the "Base Material" Node. So maybe there are some options to adjust the output to get a Normal map or to identify what parts should be used for which for the metal roughnes.

    I use the bake function of Substance to get a normal map. The same goes for the roughness and metal parts but thats more a playing around with different nodes and specular outoput of the bake function to combine parts which should be more metal or more rough. So my way is more a ground up build for textures.

    Sorry it's no real help for your problem but maybe a way to do it the other way round.

    You could also try to implement the way @svictor described in his tutorial https://forum.studio-397.com/index.php?threads/wip-scripts-for-preparing-pbr-texture.71636/
     
  3. haunetal1990

    haunetal1990 Registered

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    hm, thanks for the answer, but hope there's direct help for Substance Designer, cause it's easier, btw I hope.
    I checked the script and used a studio397 textur and the output isn't like the original one.. hm
     
  4. Coutie

    Coutie Moderator Staff Member

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    I don't think it's possible to go from a single albedo texture to a full pbr material. Normal should be purple, MR can be red, or green, or a mixture of both, it only uses the red and green channel.
     
  5. haunetal1990

    haunetal1990 Registered

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    Have you got maybe a tutorial for the Substance Designer Plugin from your Team?
     
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