Substance Displacement to Maya Arnold | Connections Explained

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[Music] hello everyone and welcome to another video in the channel the camera is a little bit off center but that's fine we're just gonna roll with it now uh this video is a a like quick summary on how to import the textures from substance into Maya I'm gonna show you the easy way to do it and then I'm gonna explain the like manual way to to like input all of the textures okay so um this is the scene we've worked with this guy before we did the normal bump and displacement explanation and inside the substance painter I got this guy right here so as you can see I just like brought in the guy I did not use the same one that we had in series The High poly this is just the low poly with a couple of textures that have high information because one of the questions that we got was displacement how do you get proper displacement to work from substance to Maya and it's rather simple first of all you need to make sure that you have your like height like properly set up here and you're gonna see the height if you go all the way here to the little um Shader settings and all the way down this is where the displacement and tessellation is set up so I'm gonna turn this off and as you can see it looks interesting but there's no high information everything is flat it might not look flat because of the normal map which we've talked about before is really good but you can see if we go to this angle right there the face looks really really really flat so if we enable this placement now we're actually pushing the geometry and depending on how much we tessellate the character and how we like play with the height information you're gonna see that we can actually like move points around and create a really really interesting effect with this guy right here now these are just very basic like Stone and hide elements from the materials if you were to sculpt your own stuff it would be of course even better but it gives us a nice result I also added this sort of like emissive lab of things so that I can show you how to export so the first thing and this is probably the most important thing about exporting any texture from substance painter is you need to make sure that your export settings are properly done usually if you go here to the output template you can look for whatever software you're going to be using this for Arnold the key shot um unreal a basic PBR metallic roughness render man like whatever you're going to be using it it's gonna be like there's probably going to be one preset here however sometimes the Press presets are not great uh for instance on the Arnold AI standard surface preset if we go to the output templates and we go to Arnold AI standard you're gonna see that your height information which is the one that we use for displacement remember that is set up up to PNG 16 bits which is not bad but it's not great so I recommend changing this one to exr and 32 bits of flow point this is going to give you pretty much the same result we got from seabrush and it's going to work a lot better on your displacement once you have this you just go back here and you export your maps and you're halfway there the next step is here inside of my I'm going to show you again the fast way first in the most recent versions of Maya you have this thing called the substance plugin and the substance plugin is a Time Saver because it allows you to very quickly go to this button right here apply workflow to maps you can select multiple Maps select the maps that you want such as base color emissive height a metalness a normal and roughness hit select it's going to load all of them right here you can even add the MP to cushion and when I hit apply I'm not going to do it because I've already did it but when you hit apply a new material a new AI standard material is going to be created and all of the maps are going to be properly Plugged In which is one of the things that a lot of people struggle with don't worry I'll explain how to manually do this in case this little workflow is not available to you or in case the names are wrong and you can't like find the specific map so uh that's just gonna save you so so much time if you don't have the substance file or substance plugin you can go to plugin manager Windows settings and preferences plugin manager and look for the substance uh plugin as you can see mine is loaded and all the load because I use it all the time and there we go now let's talk about the well this is the result we're gonna I'm gonna get you there in just a second uh but let's talk about the material here as you can see this is the material I had to find it and I changed its name to Lava material so I could easily find it and let's explore real quick all of the elements let's start with the color element so as you can see by default the color map is going to be um they're gonna add that the plugin is gonna add this multiply divide note and what it does is it takes the information from the color and it multiplies it in this case by a value of one which makes absolutely no change at all right if you multiply something by one you get the exact same result so that's fine uh however if you have a name in occlusion map you can plug this in on input 2 and it's going to give you an ambient occlusion extra pass so it's going to darken the colors a little bit more in this case since everything is like Stone dark stone we don't really need it but it's it's useful to have this multiply with divide you can get rid of this and just directly connect the out color of the base color all the way into the base color over here now the base color should be set on the color Space 2 srgv this is very important otherwise the colors are going to look next one metalness the metalness as you can see you're not getting the the color information you're getting the alpha information it's a little bit weird to think about this like why are we getting the alpha if we don't even have an alpha well most images when you don't have an alpha they just grab the first channel or they just grab like a black and white like summary or or like integration of the colors and they got like bring that into the alpha Channel however there's a couple things that you need to do on the metalness channel or on the metalness map and that is first the color space should be set to Raw because we don't want any color correction if you haven't seen my video about the Asus and srgb workflow make sure to go back and check that one as well also if all of these things that I'm talking about are like seeming a little bit too confusing uh we have courses that cover every single step of the way for all of the different softwares and you can find that in skillshare hey guys Abraham here I just wanted to remind you guys that we upload all of our courses to skillshare skillshare is this amazing site where you can access a ton of different content to learn improve and grow as an artist we have all of our courses available to watch and learn from right now in skillshare you can check the description down here and skillshare is offering one free month trial to their premium membership with this membership you're going to be able to access all of our courses and watch and learn all of the amazing things that we cover with all of the softwares so what are you waiting for check skillshare down here below so now what we're going to do here uh we make sure this is set to raw and we make sure this is set to Alpha is luminance by the way all this information that I'm saying you can find this on the official documentations for substance painter um for pretty much every workflow this one of course goes from out Alpha and melaniness and this Alpha is luminance is the important thing that's like grabbing the information from the color and like transferring it to the alpha pretty much uh then we have the roughness same stuff we use Alpha we use raw and we set this up as a alpha phase luminance and we just plug this into a specular roughness the reason why we're also using the alpha is because whenever you see this little Green Dot that means it's a float value so it's a single number it's just expecting a single number from zero to one any decimate points that you want the red ones are actually our RGV to float three it's expecting three values that are gonna drive the color of that specific slider emissive it may simply say color therefore if it's a color we need the color information as you can see it goes into emission color and this is set up to srgb because if it's it's a color usually if it's a color uh you will use srgb except for the normal map which is at the next one so the next one is the normal map and the normal map as you can see is also set to Raw because it's not a this is not a surface map it's a well it's a surface map but it works with other stuff not with the colors of the object and therefore it needs to be set to Raw Alpha is luminance as well and we have our bump to denote set with Tangent space normal bump depth set to one this goes to the normal camera that's pretty much it finally as you can see here we have our height information we're also grabbing the alpha we're also using Alpha is luminance and we're also using raw in this case on the C brush one we actually went to the r channel for this one since it's coming from a substance we use a slightly different trick and we grab the alpha channel right here the displacement is set to one we can change this if we want to make the effect more intense or less intense and this goes into the displacement Shader over here all of this are the notes that we're using to generate or rebuild our stuff and sometimes you do need to build them manually for whatever reason so it is important that we understand where all of these connections are once we have that the other thing that we need to keep in mind are here on the little um geometry remember that whenever we're using displacement here inside of Maya you need to go to Arnold you need to go down here to where it says subdivision and we need to self divide this so in this case I'm going to change the subdivision to katmont Clark's subdivision and we can give this I don't know like three iterations or something we don't need to have the exact same amount of iterations that we had on the um on the one from sewers because we're not using a traditional subdivision we're just using like a desolation effect and then um there's one more thing that we need to change which is on the map itself on the um over here on the displacement Shader inside of Arnold we need to set the scalar serial value in this case mine is set to zero okay zero Auto bump and we get a good result let's give it another shot right here because with C version we had to set that to 0.5 but let's see how this looks let me pause real quick and there we go as you can see this is what we get now remember we talked about this before displacement does change the silhouette of your object so by giving it subdivisions and giving it this displacement we have this very cool like charcoal like a kind of looks like brand from League of Legends of course it's not exactly like that guy uh but it keeps this very very cool effect remember this is actually geometry being displaced you can see how the silhouette is changing and that's how we get this very very cool um well displacement effect for the textures and uh that's pretty much it guys like that's that's all you need to do to export textures from substance and use displacement from substance inside of C brush if we were to change this thing that we were just mentioning the the displacement here uh we can change the scalar zero Barrel to 0.5 which is what we had in sebrush and let's very quickly compare the results because again usually we don't need to do this like we should be able to get the result just by using the the normal values but if you change that maybe you will get like more depth in something let's let's just try this out I'm gonna pause real quick oh there we go yeah so as you can see this is breaking and the reason why this is breaking is because when we export the displacement from substance it knows that the values are from zero to one and when we do it from from C brush it's from 0.5 up and from 1.5 down so that's pretty much it like that's the that's the main difference if you're getting a displacement from um from substance you want to keep the stuff at zero and if you're getting it from C rush you should do the 0.5 as we did in the last video so that's it guys short video today um a couple of announcements before we finish we're gonna have a portfolio reviewed this weekend so make sure to check the links down below if you want submit your portfolio so that we can review it we also have the contest ongoing the Whimsical creature contest which closes on the 28th I'll probably do a dedicated video in this next couple of days and other than that I think that uh I think that's it we had a great time on our live stream oh yeah that's what I wanted to show you give me one second so if you miss our missing our live streams and you want to check what we did during those make sure to go to our like video page and if you go to this live section it's right here this is the one that we did earlier today this is the one from last week where we worked on the on the Japanese stuff this is one of the first ones then we did this tree we've been doing like five live streams every single Monday we're doing a live stream so check them out they're right here you can comment we'll we'll check the comments as well and uh yeah we're we're having a great time we want to make sure to not miss the next live stream make sure to hit the little bell icon like subscribe do all of the things that you normally do here with YouTube channels uh so that you get the notifications when we're live but we're doing them on Mondays 9 A.M Mexico time 8 30 p.m India time so that's it guys thank you very much I'll see you back tomorrow with more 3D content bye
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Channel: Nexttut
Views: 15,128
Rating: undefined out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: mZUVM90cQgk
Channel Id: undefined
Length: 12min 6sec (726 seconds)
Published: Tue Feb 07 2023
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