Substance Painter to Vray for Maya 2018 Material Setup
This blog post will show you how to export your textures out of Substance Painter 2 and into Autodesk Maya 2018 and set up the material properly to render in Vray. This tutorial is applicable for Autodesk Maya 2016 onwards due to the reflection type required only being avaliable in Maya 2016 onwards, however I am using Maya 2018.
Export your textures using the Vray preset in Substance Painter. I kept everything default so was left with a Diffuse, Reflection, Glossiness, IOR, Height and Normal maps.
Step Two - Map Assigning
- Assign a Vray Mtl to your model. Make sure the reflection type is set to GGX. This reflection type is required for your substance painter textures to be displayed correctly and is only avaliable in Maya 2016 onwards.
- Assign your diffuse map into the diffuse map slot. In the map attritbutes, go to Extra Attributes > Vray gamma correction. Make sure the colour space is set to sRGB.
- Assign your Reflection map. In the map attributes, at the top go to Extra Arfkjhgfg
- Assign your Glossiness map. Set the colour space to Raw.
- Untick "Lock Glossiness Fresnel and IOR Map" option.
- Assign your IOR map. Set the colour space to RAW.
- In the bump map drop down options. Change your bump type to "Bump in Tangent Space". Assign your normal map and set the colour space to Raw.
- And thats all your materials set up. Below I show you some basic scene and render settings that I used to render my Eames Arm Chair.
Step Two - Scene and Render Setup
- If i am doing a simple product shot like my Eames Arm Chair. I'll create a scoop out of a plane, extrude the edges up and bevel everything to create a smooth scoop for my product to sit in. I then assign this a pure white Vray material and drop any reflection or glossiness. I also disable cast shadows on the scoop. I do this so that if I need to drop the angle of the directional light or want some light underneath the product, the scoop wont cast any shadows and the focus is on the product.
- Next up is some simple clean lighting. Generally I will use a Vray Dome Light and then either a directional light or a Vray Rect Light to get some light sheen on any glossy or reflective materials. The intensity of these lights are done on a case by case basis and all depends on the product and the scene itself. I also tend to only have one source of light that casts shadow. I do this because if a scene requires multiple lights, for example 5 point lights, and they are all casting shadows. Having 5 lights casting 5 shadows can make your scene look dirty with overlapping shadows and can increase render times if 5 shadows are being calculated.
- My render settings for a product shot generally dont change that much.