I have been searching all around and haven't found a solution to a couple problems that I am dealing with. Any help would be greatly appreciated.
1. I am having issue trying to use my displacement maps i had exported. What is happening when I use the Arnold Properties Mod it work some what but also inflates and expands the whole model in undesired places.
2. I am having problems with the metalness and specular roughness maps to come close to what I am seeing in substance painter, I'm losing alot of the subtle detail like the scratches and dirt I can only seem to get it to work on the glass portion of my model. I am using the same hdri map, tried using a color correct map with the gamma at 1.0 and Alpha is luminance checked, also tried using a Range map. Nothing seems to work.
Arnold
Substance
The white and grey pieces shows a lot of grain, that could be from a faulty normal implementation or something else, so that would destroy any other stuff, including roughness.
Would really need to see your scene in detail, your map connections and so forth.
For this project I tried using UDIMs for the first time so I used a MultiTile to bring in all my maps. Here are some screen shots let me know if you need something more.
Thanks
Bit hard to see.
Make sure your normals are working as the first thing.
Use the Legacy Normal node from max, not the Arnold one. It also shows in the viewport under HQ mode.
Also make sure you go by this info in general.
https://forums.autodesk.com/t5/3ds-max-shading-lighting-and/3dsmax-2018-arnold-how-to-get-multi-tile...
Sorry about that.
But I was looking up information about how max doesn't properly support the type of normals exported out of Substance painter(Mikkt) and ended up trying to use displacement maps instead but if you look by the cockpit on the 3ds max arnold render the displacement is cause the model to rise through other geometry.
So you think it may be the normals that are causing the roughness and metalness to not come in correctly? If so how can I check the normals properly?
Arnold in max can bake MikkT since 2021.
You would want to make sure your shader and mesh honors mikkT.
I worked with this in the beta, and I am not sure what has been released or is still under dev.
Usually so far, people just drop mikkt from substance and use oldschool normals instead. But again, its pritty easy for you to validate on a simple mesh and in the viewport, it should work there first, setting mesh to mikkt as well, if you cannot find this, then you cannot find it and must wait.
Im in a grey zone of unawareness regarding what release status is.
Now i'm currently using max 2020. But is there something i may be missing with getting my roughness and metalness maps working correctly because ive seen alot of maya tutorials on how to get them to work properly but haven't seen much on max, but shouldn't I be able to see all the imperfection detail i have in substance in max with out using the normal maps?
Depends how you define the imperfections.
Are they part of the normal map, sitting in layers, are the roughness paired up with certain normals maps and so on, each part contribute to small details in each their way.
For roughness and metal, just plug them in to the material you use in the correct slot and it will work just like any other PBR engine.
I would also move up to 2021 to make sure you are on par with the latest initiatives regarding PBR/viewport and so on, baking mikkt etc.
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