Difference between revisions of "SubstancePainterExport"

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== Channel Mapping ==
 
== Channel Mapping ==
 
If you want to create your own export profile you can use the following mapping:     
 
If you want to create your own export profile you can use the following mapping:     
 +
                                     
 +
'''BaseColor / Albedo / Diffuse Texture'''
 +
    * Channels: RGB + Alpha (optional)                               
 +
'''Normal Texture'''
 +
    * Channels: RGB                                   
 +
'''LayeredTexture'''
 +
    *'''Red''' = Roughness, '''Green''' = Metallic, '''Blue''' = Ambient Occlusion, '''Alpha''' = Cavity                                                         
 +
'''Colorize Texture'''
 +
    * Channels: RGB
  
''Diffuse'': Color + Alpha   
+
Note: Read also the Wildcard Wiki
   
 
''Normal'': Normals   
 
  
''Occlusion Roughness Metalness'': '''Red''': Metallic, '''Green''': Roughness, '''Blue''': Mixed AO
+
References:
 +
Base Color / Albedo / Diffuse: http://wiki.polycount.com/wiki/Diffuse_map
 +
Normal Map: http://wiki.polycount.com/wiki/Normal_map
 +
Cavity Map: http://wiki.polycount.com/wiki/Cavity_map
 +
Ambient Occlusion: http://wiki.polycount.com/wiki/Ambient_occlusion_map
 +
Wildcard Wiki: https://sites.google.com/a/studiowildcard.com/ark-dev-kit-documentation/assets/texturing

Revision as of 07:44, 10 March 2018


Introduction

This page covers how to export substance painter maps in a format supported by the ARK materials. While ARK uses a packed format as well, it is not possible to directly use the UE4 export profile shipped with Substance Painter - ARK uses a different channel mapping for Occlusion, Roughness and Metalness.

All the information on this page comes from MRRadioactiv - big thanks for digging into this and figuring it all out!

Importing the Preset

To make this as easy as possible we will provide a downloadable preset: http://www.mediafire.com/file/suggmhz21u8r8ux/ARK%20Dev%20Kit.spexp

Install this preset into Documents/Allegorithmic/Substance Painter/shelf/export-presets, restart Painter and you should be able to use it.

Channel Mapping

If you want to create your own export profile you can use the following mapping:

BaseColor / Albedo / Diffuse Texture

   * Channels: RGB + Alpha (optional)                                

Normal Texture

   * Channels: RGB                                     

LayeredTexture

   *Red = Roughness, Green = Metallic, Blue = Ambient Occlusion, Alpha = Cavity                                                           

Colorize Texture

   * Channels: RGB

Note: Read also the Wildcard Wiki

References: Base Color / Albedo / Diffuse: http://wiki.polycount.com/wiki/Diffuse_map Normal Map: http://wiki.polycount.com/wiki/Normal_map Cavity Map: http://wiki.polycount.com/wiki/Cavity_map Ambient Occlusion: http://wiki.polycount.com/wiki/Ambient_occlusion_map Wildcard Wiki: https://sites.google.com/a/studiowildcard.com/ark-dev-kit-documentation/assets/texturing