Substance and Sketchup Workflow
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I am glad you found a workflow that will allow you to incorporate Substances -- they are worth it IMO.
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@jason_maranto said:
I am glad you found a workflow that will allow you to incorporate Substances -- they are worth it IMO.
Thanks Jason,
Some procedural only work well at 4k, as they have to be upscaled for 8k or 16k. That is the only limitation I'm aware for now.
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Gee, I never thought I'd see an SU/Substance workflow but you guys are breaking ground....
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Well, we know we're not breaking ground, we may be able to use some substance outputs, but we're under no illusions that we're using true substances or that we will be able to. But, like with most things in Sketchup, it may not be top end, but it's good enough. I don't need live rendered substances, I just need good looking textures for on the fly renders. If I can take it out and take it to SD and get a better look and it doesn't take too long? I'll take it. But, I'm not selling renders... Pro Rendering guys may not think this passes the sniff test. And they're probably right. I'd call it a shortcut.
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Anyone using Substance ever tried making overlapping wood planks? Something like this? http://www.textures.com/download/woodplanksoverlapping0030/46418
Can it be done or should I better model it in 3d instead. I would be using the output in Unreal Engine (normal map / ao map / heigth map / roughness map). -
The guys over at gametextures.com have a wood siding material...
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@kaas said:
Anyone using Substance ever tried making overlapping wood planks? Something like this? http://www.textures.com/download/woodplanksoverlapping0030/46418
Can it be done or should I better model it in 3d instead. I would be using the output in Unreal Engine (normal map / ao map / heigth map / roughness map).That is rather basic to make with substance designer, Specially if you don't need knots.
If you need something as grungy as what Rich showed, it will be harder to make it realistic.
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Thanks for the suggestions. Learning Substance is on my to-do list but I'm reluctant to start learning another complex program because I'm short on time. Went back to AwesomeBump and did some manual tweaking of maps in Gimp.
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Does anyone here use substance designer or b2m to create a material then bring it over to sketchup to render with the vray /indigo plugin?
(Still figuring out if vray or indigo is best for me)I'm figuring out how substance could help me in my workflow so any experience from other members would be great to read about
Thanks
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Substance designer creates textures and these textures can be used in any render engine if they are exported as bitmaps.
I don't know about vray or indigo, but Thea has a Substance Converter where you input a substance .sbsar file, edit all available parameters of the file and create a Thea material with a click of a button.
I use Designer for all material creation.
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@jql said:
Substance designer creates textures and these textures can be used in any render engine if they are exported as bitmaps.
I don't know about vray or indigo, but Thea has a Substance Converter where you input a substance .sbsar file, edit all available parameters of the file and create a Thea material with a click of a button.
I use Designer for all material creation.
Exporting / saving the various kinds of files for a texture created in Designer, you can compose this in Indigo AFAIK. So, no, not a converter available but still usable in Indigo with a little more effort.
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it is easy set designer to convert maps. but there's no correct roughness/metallic to spec
that needs some extra work to get right. the thea converter matlab is your friend in this instance.
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@rich o brien said:
it is easy set designer to convert maps. but there's no correct roughness/metallic to spec
that needs some extra work to get right. the thea converter matlab is your friend in this instance.
But you can use the Spec workflow if needed, instead of the Roughness/Metallic.
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I find the viewport display for that in designer to reflect the render output in Thea.
And because of the difference in how metal appears in SD spec/gloss as compared to Thea it's an uphill battle.
For straight up non-metals it's fine though.
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@rich o brien said:
I find the viewport display for that in designer to reflect the render output in Thea.
And because of the difference in how metal appears in SD spec/gloss as compared to Thea it's an uphill battle.
For straight up non-metals it's fine though.
True! PBR roughness/metalic is the way to go with Thea, however Spec/Gloss might be useful for other engines, that's why I posted.
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