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Has anyone been able to add substance painter/designer to their non-game engine workflow, like use v-ray/Arnold?

The tools available are pretty neat and handy, but from the looks of it is more tailored for final use in a game engine.

Anyone have tutorials on that? Or a guide to their "new" terminology, like Albedo = Diffuse
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>>497841

https://youtu.be/ix7aJudbwxo
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>>497841
Albedo is not "new" terminology. Different software would just use one of the other.

Substance has options for exporting maps for ray-tracers.. Just choose the vray option or something similar. Fuck, it even has a prath-tracer built in now, IRay.
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gnomon library has some good tutorials.
but its stubstance to maya vray
>not sure what program you want it to end up in
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>>497844
The maps you use are the same for every raytracer, with some simply having more options (like multiple sub-surface skin maps). So the output for VRay will work in Mentalray, Arnold, Lux, etc..
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>>497841
THEY HAVE A NODE THAT SPECIFICALLY CONVERTS YOUR SD WORK INTO VRAY/ARNOLD/MENTALRAY/WHATEVER COMPATIBLE TEXTURES!!!!!

Yes, it's new, and probably still in beta.
No, It's not included with SD.
No, I'm not gonna link it here.



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