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Quicke guide for creating PBR Vray materials from substance sampler wanted

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  • Quicke guide for creating PBR Vray materials from substance sampler wanted

    Generally do I need anything other than these map?

    Base color
    AO
    Roughness
    Normal
    Height

    Should I place these inside a Vray bitmap?

    What color profile should I use for the maps?

    How do I use the AO map?

    How do I apply the normal map the correct way? My guess is a Vraynormal map in the bump channel?

    Is the correct way of applying the height map by adding a Vray geometry tag?

  • #2
    Hello kimmo_hernborg

    We are working on a Substance to V-Ray PBR guide for users to follow that will be available soon™. Below, you can find answers to your questions that have been taken from the article in question. Please let me know if any further questions arise.

    “Generally, do I need anything other than these map?”
    That depends on the material you are trying to create. For example, you might need metalness information for any conductive(metal) materials.

    You might want to check our Understanding Metalness article.

    “Should I place these inside a Vray bitmap?”
    You can place them in a VRay Bitmap shader, but you don’t necessarily need to. VRay Bitmap Shader gives some useful tools that can help in some situations.

    “What color profile should I use for the maps?”
    It is important to load the materials with the color space they have been exported in to achieve the expected result. By default, Substance Painter exports all maps in sRGB color space except the Normal map, which is in the Linear color space, which is the common approach to color space regarding these maps.

    “How do I use the AO map?”
    Since the V-Ray Material doesn’t have a map slot for Ambient Occlusion maps, the way you can use them with V-Ray is by multiplying the Ambient Occlusion Map over the Diffuse map you are using. For this, you can use a VRayLayered shader loaded into the Diffuse slot.

    “How do I apply the normal map the correct way? My guess is a Vraynormal map in the bump channel?”
    The normal maps can be loaded directly into the bump map slot and bump type specified to be loaded correctly. The bump type depends on how you have set your normal maps to be exported. Most often material normal maps are in tangent space unless set otherwise.

    V-Ray works with OpenGL (Y+) normal maps, If you are using DirectX (Y-) normal maps you will need to flip the green channel of the normal map to work correctly. You can do this by using the VRayNormalMap shader by using the flip channel options. Please check the image below.

    Click image for larger version  Name:	Cinema_4D_2022-03-24_12-13-28.jpg Views:	0 Size:	46.1 KB ID:	1143517

    “Is the correct way of applying the height map by adding a Vray geometry tag?”
    To use as a bump map, Height Maps can be directly loaded into the bump slot of the V-Ray material.

    To use as displacement, they should be loaded in the V-Ray geometry tag.

    For more information on the V-Ray geometry tag, please refer to the documentation page.
    Last edited by valentin_leondiev; 24-03-2022, 03:50 AM.
    Valentin Leondiev | chaos.com
    Chaos Support Representative | contact us

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