I used the Substance Utility Pack in Substance Designer to create a test texture, but it didn't work. The normal and MR textures are completely in purple or red. Is there a more detailed description on how to use the plugin? edit: thanks to @redapg for the information about that page: https://docs.studio-397.com/developers-guide/development-tools/maps-converter
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/
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
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.