Difference between revisions of "SubstancePainterExport"
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'''Normal Texture''' | '''Normal Texture''' | ||
* Channels: RGB | * Channels: RGB | ||
− | ''' | + | '''Layered Texture''' |
*'''Red''' = Roughness, '''Green''' = Metallic, '''Blue''' = Ambient Occlusion, '''Alpha''' = Cavity | *'''Red''' = Roughness, '''Green''' = Metallic, '''Blue''' = Ambient Occlusion, '''Alpha''' = Cavity | ||
'''Colorize Texture''' | '''Colorize Texture''' | ||
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References: | References: | ||
− | Base Color / Albedo / Diffuse: http://wiki.polycount.com/wiki/Diffuse_map | + | *Base Color / Albedo / Diffuse: http://wiki.polycount.com/wiki/Diffuse_map |
− | Normal Map: http://wiki.polycount.com/wiki/Normal_map | + | *Normal Map: http://wiki.polycount.com/wiki/Normal_map |
− | Cavity Map: http://wiki.polycount.com/wiki/Cavity_map | + | *Cavity Map: http://wiki.polycount.com/wiki/Cavity_map |
− | Ambient Occlusion: http://wiki.polycount.com/wiki/Ambient_occlusion_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 | + | *Wildcard Wiki: https://sites.google.com/a/studiowildcard.com/ark-dev-kit-documentation/assets/texturing |
Revision as of 07:46, 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
Layered Texture
*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