Use Substance Designer Procedural Textures in V-Ray for CINEMA 4D to Boost Render Quality - 2020

Аватар автора
JavaScript и безопасность веб-приложений
In this lesson you will learn how to use procedural textures made in Substance Designer in V-Ray for Cinema 4D. Using procedural textures has a number of benefits: Every texture can be unique You have full control over the look of the texture You are not restricted by the resolution of a scanned or photographed texture You will have all needed channels available for export, for all workflows, and You can convert Metalness/Roughness workflow to Specular/Glossiness workflow Using a pre-made Substance Designer material takes very little time and will produce great results. In V-Ray for CINEMA 4D, Version 3.7, we don’t have a metallic node yet. Even though we have PBR workflow in V-Ray and we can turn on roughness, we can’t use the metallic slot just yet, because it doesn’t exist yet. That’s why we will stick to the Specular/Glossiness workflow. Thankfully Substance Designer can convert materials from one workflow to another. Open Substance Designer and click on new substance. Give your graph a name. Choose a size of 4096 by 4096 pixels. The graph template also has a PBR (Specular/Glossiness) template, but we will use an empty template. Click OK. The first thing we are going to do is to change from our metalness/roughness to specular/glossiness workflow. In the 3D view click on Material, Default, physically_specular_glossiness, Parallax Occlusion. We will use a concrete material from the library. On the lower left choose PBR Materials, Concrete and drag Concrete 44...

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