Blender-Substance Painter-DAZ Studio

ebergerlyebergerly Posts: 3,255
edited December 2017 in The Commons

After a bit of investigation, I think I've found a great workflow for making models in Blender, sending to Substance Painter for materials, then back to DAZ or Blender for rendering. 

Well, I still don't have the DAZ part figured, but all the rest is pretty cool...

There's a very nice addon for Blender & Substance that allows you to do a "live link" between SP and Blender. Which means you can have a Blender window open in one monitor, and an SP window in the other, and have the same object in both "scenes" (via FBX export from Blender to SP). And as you paint it in SP you can immediately update your Blender scene with the SP materials. And what's more amazing is that the materials are converted to the Principled BSDF node shader in Blender. WOW. You make a change in SP, press a button, and your Blender Cycles scene preview updates with the new material(s).

So now the only remaining challenge is to take that object that was built in Blender and textured in SP and bring it into DAZ Studio with a material that somewhat resembles the Blender Principled BSDF shader. Maybe my next chore is a little scripting to convert the Blender materials to Studio....  

Post edited by ebergerly on

Comments

  • nicsttnicstt Posts: 11,715

    Damn, that is interesting

     

  • The Iray Uber shader is going to be the closest that you want for conversion. When painting PBR maps the likely ones you'll wind up with are metallicity which goes in the metallicity channel, albedo/diffuse which goes in base color, glossy/specular/reflectivity which goes in glossy layered weight, roughness which goes in glossy roughness, and sometimes an SSS or translucency map which goes in translucency color, and emission which goes in emission color. Bump, displacement, normal go in their respective channels.
  • ebergerlyebergerly Posts: 3,255
    The Iray Uber shader is going to be the closest that you want for conversion. When painting PBR maps the likely ones you'll wind up with are metallicity which goes in the metallicity channel, albedo/diffuse which goes in base color, glossy/specular/reflectivity which goes in glossy layered weight, roughness which goes in glossy roughness, and sometimes an SSS or translucency map which goes in translucency color, and emission which goes in emission color. Bump, displacement, normal go in their respective channels.

    Yeah, I know. That's the easy part. The challenge is figuring out a way to not have to do all of that manually every time I bring in some new object from Blender/SP. This app between Blender and SP is amazing, it automatically sends textures in real time and converts them to the Principled BSDF in Blender. But for D|S it's all manual, one by one, for perhaps 10 or 30 individual textures. 

  • joseftjoseft Posts: 310

    Allegorithmic created dedicated plugins for Maya, 3DS Max, Houdini and Modo, which i believe do pretty much what you are describing and more

    the one you describe was probably created because Allegorithmic themselves did not do one for Blender

     

  • ebergerlyebergerly Posts: 3,255
    joseft said:

    Allegorithmic created dedicated plugins for Maya, 3DS Max, Houdini and Modo, which i believe do pretty much what you are describing and more

    the one you describe was probably created because Allegorithmic themselves did not do one for Blender

    This one does Max, Modo, Blender and Maya. And it wasn't done AFAIK by Allegorithmic, and wasn't from their site. 

     

Sign In or Register to comment.