These lessons will show you how to best use the textures for the different renders and game engine
Octane |Standalone 3.06
OCTANE Standalone 3.06
Used maps: Diffuse, Metalness, Roughness, Normal_DX, Height, AO
Under Live DB > Materials > Misc find the "Substance PBR" material.
Octane | 3D Studio Max
OCTANE 3D Studio Max
Used textures: Diffuse, Metalness, Roughness, Normal_DX, Height, AO
1. Go to the Octane Menu and choose Octane LiveDB. In the Octane DB window, go to the Live DB tab>Materials>Misc and locate the Substance PBR material. Right-click to import this material. Using the Slate Editor Mode, you can more easily assign the textures exported from Painter. In the slate editor, you will see the Octane Nodes that make up the Substance PBR material.
2. Select the Mix Texture node and set the First Texture to Texture and choose RGB Image. Then connect the base color map to the bitmap input.
3. Select the Multiply Texture Node and set Texture 1 and 2 to Texture. Choose Grayscale Image and connect the imported roughness from Painter to the Texture Inputs. On the Grayscale Image node, set the Gamma to 1.0.
4. Select the Dielectric Part material and set the Diffuse and Specular to Texture. Connect the base color Image and Multiply nodes created previously.
5. Select the Mix Material Node and set the Amount to Texture and choose Grayscale Image. Connect the metallic map exported from Painter to the Grayscale Image node bitmap input. On the Grayscale Image node, set the Gamma to 1.0.
6. Select the invert texture node and set Texture to Texture. Connect the Multiply node created previously into the Texture input.
7. Select the Metallic Part material and set the Normal to Texture. Choose RGB Image and connect the exported normal from Painter into the Bitmap input of the RGB Image Node. Connect the output of the RGB Image and connect it to the Normal input of the Dielectric Part Material. On the RGB Image node, set the Gamma to 1.0.