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    Substance and Sketchup Workflow

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    • KrisidiousK Offline
      Krisidious
      last edited by

      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.

      By: Kristoff Rand
      Home DesignerUnique House Plans

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      • K Offline
        kaas
        last edited by

        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).

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        • Rich O BrienR Offline
          Rich O Brien Moderator
          last edited by

          The guys over at gametextures.com have a wood siding material...

          https://www.gametextures.com/wp-content/uploads/2016/02/screenshot0011-512x512.png

          Download the free D'oh Book for SketchUp πŸ“–

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          • JQLJ Offline
            JQL
            last edited by

            @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.

            www.casca.pt
            Visit us on facebook!

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            • K Offline
              kaas
              last edited by

              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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              • A Offline
                applemango85
                last edited by

                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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                • JQLJ Offline
                  JQL
                  last edited by

                  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.

                  www.casca.pt
                  Visit us on facebook!

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                  • jujuJ Offline
                    juju
                    last edited by

                    @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.

                    Save the Earth, it's the only planet with chocolate.

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                    • Rich O BrienR Offline
                      Rich O Brien Moderator
                      last edited by

                      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.

                      Download the free D'oh Book for SketchUp πŸ“–

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                      • JQLJ Offline
                        JQL
                        last edited by

                        @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.

                        www.casca.pt
                        Visit us on facebook!

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                        • Rich O BrienR Offline
                          Rich O Brien Moderator
                          last edited by

                          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.

                          Download the free D'oh Book for SketchUp πŸ“–

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                          • JQLJ Offline
                            JQL
                            last edited by

                            @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.

                            www.casca.pt
                            Visit us on facebook!

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