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 | ||
− | + | 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 |
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