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Substance Outputs

Posted By artzfx 9 Years Ago
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artzfx
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Posted 9 Years Ago
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I purchased iClone 6 Pipeline this week and wondered if iClone 6 supports PBR Substances/Textures yet? 

Thanks.
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9 Years Ago by artzfx
mtakerkart
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It accepts Substance texture (dynamic way) but not in PBR render way.... Yes I know it's little bit weird but may next year .
artzfx
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mtakerkart (11/18/2015)
It accepts Substance texture (dynamic way) but not in PBR render way.... Yes I know it's little bit weird but may next year .


Thanks for the reply.  I thought that might be the case Sad.
justaviking
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Do you own Substance Designer?  Or Substance Painter?
I bought the (the "Indie pack") and it was many months before I touched Substance Designer.  Substance "graphs" no longer intimidate me, and it is astounding what people are able to do with it.  It's a lot of fun.

As mentioned, iClone 6 doesn't (and won't) have a PBR shader, so it doesn't support a "metallic" workflow.  However, it does support "substances" if they have iClone-friendly output channels.

How far down the rabbit hole into Wonderland would you like to go?




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Rampa
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Those channels can be frustrating too. They're running a Substance contest over on Substance Share, and none of them work properly with iClone!Crying

https://share.allegorithmic.com/libraries?by_category_type_id=11&q%5Bs%5D=approved_at+desc

Seems that not all software uses the Substance channels the same. For all these cool free Substances, there is nothing going to the diffuse channel in iClone.
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9 Years Ago by rampa
Kelleytoons
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If you have Substance Designer you can fix this -- the "diffuse" channel can be named a lot of different things, and the folks who design the materials don't always pick the right ones.

I went in and edited a few and just changed some of the channels to names iClone recognizes and they work fine (although, frankly, I couldn't find any of the entries I actually liked -- then again, I have Substance 200 and *plenty* of materials).

This is one of the things that drove me crazy about SD when I first started to use it (why in Heaven's name isn't there a more standardized way of referring to certain channels?  Either that or some kind of translation in the various software that uses Substances -- iClone ought to be smart enough to recognize the various diffuse channel names that Substances use, for God's sake).



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justaviking
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I participated in the aforementioned Procedural Material contest.  They specifically wanted their outputs consistent with a "metallic" workflow:
  • Base Color
  • Metallic
  • Roughness
  • Normal
  • Height

Last night I modified my output channels (took 5 minutes)  to be iClone-friendly and it actually worked in iClone!  On the first try!!!

All the contest entries are freely distributed here (four categories):
https://share.allegorithmic.com/libraries?by_category_type_id=11

Awesome stuff.




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Kelleytoons
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The only one I couldn't figure out was height -- but I used the "roughness" for the bump channels on those textures.

What, exactly, is the right mapping?



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justaviking
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Height --> Displacement


(I'm away from my iClone computer, but I'm quite sure that's correct.)

In Substance Designer, I *added* new outputs, giving them the correct name and the correct "output."  I left the unnecessary ones sitting there, and iClone gracefully ignored them.



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urbanlamb
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Base colour = diffuse
height = displacement in iclone (so you need iclone6)
metallic you can move to specular 
normal just leave it as that
and I would probably just delete roughness or change it to match the blend channel or something 



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