hi, i need help with ai standard surface.
i was trying to apply texture exported from adobe substance painter with ai standard surface, there's 5 maps for my model: base color, emission, normal, height, and roughness. i apply all of them in right place(i think), still it looks way different from what it was shown in substance painter.
here's list of my troubles (and maybe more)
- base color becomes too dark when i apply texture to my model
i increased exposure of the image at attribute editor but don't know why this happens and it doesn't look so good....
- height map doesn't seem like it works?
- in normal map, there's scales too, but it doesn't appear in render.
- roughness not working too
- the end side of head polygon is bright for no reason.(check attached image "test03 why") i thought maybe its' something with normal, but it looks good when i displayed face normal.
attached image, "test03 why.jpg" is rendered in arnold renderer, and "test03 In subpainter 02.png" is from adobe substance painter viewport screenshot. and i attached scene file in case.
+ it's maya 2022, btw.
i think i'm missing something very basic thing, just don't know what it is. really need help.
Solved! Go to Solution.
Solved by nobody_b. Go to Solution.
is the color space on the normal map set to raw?
did you export a opengl or directx normal map from substance painter
hi, thank you for reply!
yes, i set the color space of normal map to raw.
and for substance painter, i exported directX map. (I think it was default setting) should i export openGL?
aiNormalMap defaults assumes the normal map is openGL
you can re-export your normal map as openGL
or there's an option to invert y in the aiNormalMap node
also, for the height/displacement map, you'll want more bit depth, which your png probably doesn't have enough
and you'll need to turn on the arnold subdivision in the shape node, so the geo will have enough topology to displace the details
Also make sure to check on “alpha is luminance” for all maps except your base color. And to my knowledge, a height map is not the same as displacement. Displacement actually displaces your geometry whereas a height or normal will only give the illusion of displacement. So subdivision is unnecessary for a height map. But someone correct me if I’m wrong on that - I only ever use displacement and occasionally normal maps too.
The height map"is" used for displacement and the normal map or bump map as you said is to give you the illusion of displacement or to enhance finer detail in addition to a displacement. The displacement quality is controlled via the mesh and the displacement node. Subdivision levels might be necessary to achieve finer detail from the displacement.A displacement map can also be used as a bump map in the absence of a normal map, or convert the displacement to a normal map if desired.I highly recommend practicing these methods that are essential to any artist getting into the industry.
Hi, Thank you all for helping me!! and sorry for late update.
yes, i already set properties to "alpha is luminance" and made few texture files to raw. it was all because normal map. re-exporting normal map from directX to OpenGL from substance painter had done its job.
I was using aiNormalMap for normal map, at first i used inverse Y in aiNormalMap to make it work, still it didn't work properly. changing normal map texture to OpenGL(re- exported version) and just using Bump 2d node solved it.
thank you for help!! i really appreciate it. have a nice day y'all!
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