Substance 3D Painter Textures into Unreal Engine 5 Including Emission

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To correctly use textures from substance painter  in unreal engine, there's a few things we have   to be aware of. First up in substance painter,  File > Export Textures. This will make a little   pop-up appear where you can change a few things.  First up, make sure this output directory is   going somewhere you know. Underneath that, you  have output template, we want to use 'Unreal   Engine packed' this is the most efficient way to  export our textures as it packs our metallic and   roughness maps together. You'll see the maps  that are exported out in the console here.   Moving over to unreal engine now, we want to  import our model and our textures. Select import   in the content browser here and find your model  first, this will be the obj or fbx that you used   to texture in substance painter. The default  import settings here should be fine just make   sure this material import method says create new  materials. If you've got an object made of lots of   little objects, in advanced you can find combine  meshes, just makes it a little bit simpler. Select   import and you should see your model now in your  content browser. Next up we want to import all   our texture files that we just exported out  of substance painter. This should come in   pretty easily, you can do this all at once and I'd  recommend making a folder system if you're working   with lots and lots of different materials. In your  unreal project you should now have your model,   a material and then all the texture maps. To  get it to look like substance painter we're   going to have to add all the texture maps to  our material that got imported with the model.   Double click on the material in your content  browser and you'll be able to start editing it,   you may have slightly different maps than I do  here. These are the most common ones you'll have,   base color, emissive, normal and then a mix map  of ambient occlusion, roughness and metallic.   We want to double click on this one and look for  sRGB on the right, we want to turn that off. This   is so unreal can recognize this as a linear color  texture, as you can see here it's actually three   maps hidden in each of the color channels.  Red is ambient occlusion, green is roughness   and blue is metallic. Returning to the material  now we're going to drag and drop all the textures   into the material graph here. Make it easy  for yourself and try to make this look as   neat as possible. From here it's just about  connecting up our textures to our material node,   this is pretty self-explanatory as it's usually  just name to name so base color goes into the base   color etc. With the mix map just remember that  it's split up so the green channel goes into the   roughness and the blue channel goes in metallic,  you can usually ignore the ambient occlusion map,   you can plug it in but a lot of the time you're  not going to use it anyway. Save the material   and then return to your viewport and you should  see now that your material has updated. It should   look pretty similar to your substance painter file  now, if anything does look wrong it's most likely   changing that linear color on the roughness  metallic map or plugging things into the wrong   area. As a bonus let's see how we can make  a parameter here to control the intensity of   our emissive. Make a bit of space for yourself and  add a multiply node, you can right click to search   or for multiply you can also just hold M and left  click on the screen. connect the RGB to the A   and the output to the emissive color. In the  B slot we're going to add a scalar parameter,   hold S and left click on the screen for this one.  This parameter is going to control how bright our   emissive gets, so call it something like emissive  intensity. Connect this up to the B slot in our   multiply node and then head over to left to change  some of these settings. Make the default value 1,   slider minimum 1 and then slider max something  like 100. with this connected we want to save our   material and this will give us a little slider  hidden in our material parameters that we can   increase to make our emissive a lot brighter.  Since this is a parameter we can do this in real   time so if you pull out your material graph so you  can see your viewport as well, then just make sure   you find this parameter section and you'll be able  to increase it and see the results instantly. Your   material should now look exactly like it does in  substance painter and you'll just have to repeat   this process for any other models and materials  that you want to put in your unreal scene!
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Channel: James, How Do I?
Views: 36,868
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Id: wcpz9_stKgs
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Length: 4min 1sec (241 seconds)
Published: Mon Sep 19 2022
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