Substance Displacement to Maya Arnold | Connections Explained

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  • Опубликовано: 3 дек 2024

Комментарии • 27

  • @rshiyamohammadi7723
    @rshiyamohammadi7723 Год назад +2

    ty for complete explain, looked for this more than 2 days then i found your video, amazing

    • @Nexttut
      @Nexttut  Год назад

      Glad it helped! ☺

  • @kickpunched
    @kickpunched Год назад

    A question I've had EXACTLY over the years! As always bravo and thanks for sharing!

    • @Nexttut
      @Nexttut  Год назад

      Hope it helps! 🥰

  • @Sigrdrifaz
    @Sigrdrifaz Год назад

    I also am a Udemy student, and your stuff is by far the best material I have found. Video teaching is just so much more effective than documentation and your stuff all works in providing the details for getting through the rough spots but also educates a person on the technical aspects so real skills are understood not just mimicked.

  • @manish.barela
    @manish.barela 3 месяца назад

    Thanks

    • @Nexttut
      @Nexttut  3 месяца назад

      You're welcome! ☺️

  • @NecromotiveStudio
    @NecromotiveStudio 6 месяцев назад

    Hey! I was following along with this tutorial and when it got to my height maps in maya, it did not seem to take very well no matter the settings I used. I tried for a long while on a few different parts of the model and textures but it all turned out to look like a huge blob or mess instead of displacement like shown in the video. Any thoughts what I could do to work around this more? Thanks!

  • @Ricardo-de9ju
    @Ricardo-de9ju 3 месяца назад

    If I understand correctly, Substance Painter stores the height channel within the Normal map, which can lead to duplication. Consequently, connecting both the height and normal maps might result in an excessively strong effect. I would like to understand the correct method to export maps from Substance Painter. Ideally, the normal map should contain the fine details, and the displacement should be medium to low for optimal texturing. Any idea?

  • @sourabhv9594
    @sourabhv9594 Год назад

    sir i have bought your couple of courses on udemy and i have learnt alot of things from them and i am requesting you sir please create a rigging course in which you will cover mechanical rig and advadnced mechanical rig i have done your rigging course but that is simple and i didn't found any complex things i that.

  • @TheBahamut14
    @TheBahamut14 Год назад

    Hi Abraham! First of all, I would like to thank you for the many tutorials you make which have helped me enormously in my various projects! To come to my question, it concerns, as you would have guessed, displacement maps. I use Arnold and when I use the maps exported directly from Zbrush, everything works perfectly (just set the scalar zero value to 0.5) but when I try to use the ones from Substance painter, nothing happens. They explode. I do like in this video. I try to set the scalar to 0; 0.5; -0.5; 1. I also try to play with the "scale" but how do I know what value to set? I often end up deleting the displacement map and just using the bump/normal map. I don't know if my question is clear, but basically, how do I properly use a displacement map that comes from substance in Arnold? Thanks for everything again :)
    sorry for my english. It is very bad ^^'

  • @arensekeryan780
    @arensekeryan780 8 месяцев назад

    absolute _f**n legend

  • @NN_86
    @NN_86 Год назад

    can you do also for redshift?

  • @AmanGupta-hb2cb
    @AmanGupta-hb2cb Год назад

    please uplod video on how to use substance displacement in maya vray

  • @landonwarnick
    @landonwarnick Год назад

    Quick question, from the arnold documention I understand that a Normal map should NOT have alpha is luminance checked.

    • @Nexttut
      @Nexttut  Год назад

      Since the normal map wont get any information from the alpha (as it is an rgb map after all) i dont think it would cause any issues, i think i have both turned it on and off in the past without any difference but i will double check and confirm it in the next video were we cover something similar!

  • @mech_Denis
    @mech_Denis Год назад +1

    Nice)

  • @OfelialaLoca
    @OfelialaLoca 7 месяцев назад

    I have a problem with height. I try to follow your instructions but my models kinda looks more ugly and im pretty sure im doing something wrong...

  • @MohamedSamir-xi3ns
    @MohamedSamir-xi3ns Год назад

    How your colors are the same in arnold and substance viewpoort , i use same HDRI in painter and arnold and colors brightness is low and dark on substance one

    • @AbeLeal3D
      @AbeLeal3D Год назад

      if you follow the proper connections it should be the same color, usually changing things such as the color spaces is what messes up the elements. Light will be slightly different btw since Substance is Realtime and Arnold is Raytraced

  • @NN_86
    @NN_86 Год назад

    Hi what is the functions/purpose of this balls?

    • @AbeLeal3D
      @AbeLeal3D Год назад

      the balls are a quick reference to see how light affect surfaces.

  • @9amtraderclub
    @9amtraderclub Год назад +1

    Would you like to make course on shaders hypershaders all type of shader how to connect. How they work...

  • @keremylmaz-nm2wf
    @keremylmaz-nm2wf Год назад

    ı wish ı could discover your channel much before

    • @Nexttut
      @Nexttut  Год назад

      It's never too late 😉