Substance source to Cycles4D conversion

Post your images and animations made with Cycles 4D here.
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MarcusD
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Substance source to Cycles4D conversion

Post by MarcusD » Mon Nov 20, 2017 12:00 pm

Hi guys,

Here is a quick test I did with rendering a substance material with cycles. This realy works great!! :)

I've connected all textures generated by Substance with texture nodes to a pricipled BDSF node. The cool thing is you can still use al the sliders from the original imported Sunstance source material via the Substance asset manager. Changing the material on the fly in the IPR window.

Cheers,
Marcus
Attachments
Cycles4D2Substance.png
Cycles4D2Substance.png (1.25 MiB) Viewed 367 times
nodeview.png
nodeview.png (103.76 KiB) Viewed 367 times
substance.png
substance.png (322.54 KiB) Viewed 367 times
Cliff.png
Cliff.png (1.37 MiB) Viewed 367 times

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Ariusfx
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Re: Substance source to Cycles4D conversion

Post by Ariusfx » Mon Nov 20, 2017 12:07 pm

Damn that displacement looks nice!
~Creative Intent

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MarcusD
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Re: Substance source to Cycles4D conversion

Post by MarcusD » Mon Nov 20, 2017 12:14 pm

It's using the experimental microdisplacement from Cycles4D.

You should check out: https://source.allegorithmic.com/#/substances/home
Amazing library of materials for instant use with Cycles4d:)

//\/\

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Ariusfx
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Re: Substance source to Cycles4D conversion

Post by Ariusfx » Mon Nov 20, 2017 12:56 pm

How did you get all the maps out of the .sbsar and into cycles?
~Creative Intent

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MarcusD
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Re: Substance source to Cycles4D conversion

Post by MarcusD » Mon Nov 20, 2017 1:09 pm

You can just use a texture node from Cycles4D and select the Substance Shader for texure.

//\/\
Attachments
selection.png
selection.png (215.66 KiB) Viewed 353 times

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Ariusfx
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Re: Substance source to Cycles4D conversion

Post by Ariusfx » Mon Nov 20, 2017 1:26 pm

ahh thank you! I'll be sure to play with this soon!
~Creative Intent

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Martin Wall
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Re: Substance source to Cycles4D conversion

Post by Martin Wall » Mon Nov 20, 2017 2:32 pm

Yes, Principled BSDF is just perfect for that!

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MarcusD
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Location: Netherlands

Re: Substance source to Cycles4D conversion

Post by MarcusD » Mon Nov 20, 2017 5:42 pm

Yip it is Martin:)

Going to add some xpresso to it for easy swapping the substance materials without having to replace all the texture nodes everytime.

//\/\

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Ariusfx
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Re: Substance source to Cycles4D conversion

Post by Ariusfx » Tue Nov 21, 2017 7:20 am

First test results, definitely a reason to start using the Principled BSDF NOW.
ba73c8e8fa8598e84976668b80a94c07.jpg
ba73c8e8fa8598e84976668b80a94c07.jpg (160.45 KiB) Viewed 325 times
87bc01f1e0433d02462fbf5553d619ea.png
87bc01f1e0433d02462fbf5553d619ea.png (96.83 KiB) Viewed 325 times
~Creative Intent

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DangerCycles
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Re: Substance source to Cycles4D conversion

Post by DangerCycles » Tue Nov 21, 2017 7:26 am

Hey MarcusD

Many thanks for your input.

In your last print screen attachment "selection.png" with the basecolor node it is configured with Non-Color Data. Did you choose that by purpose?

How did you achieve the realistic look from your print screen "Cycles4D2Substance.png"? Did you use cyEnvironment with a HDRI Image?

Have a nice day

Fabian

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Martin Wall
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Re: Substance source to Cycles4D conversion

Post by Martin Wall » Tue Nov 21, 2017 9:30 am

Ariusfx wrote:
Tue Nov 21, 2017 7:20 am
First test results, definitely a reason to start using the Principled BSDF NOW.
Just now? :D Principled is the best node at all for PBR materials.
Basically, you can do nearly everything just with Principled and that will be physically accurate.

All Textures should be non-color data, except Diffuse/Color one.
Last edited by Martin Wall on Tue Nov 21, 2017 9:49 am, edited 1 time in total.

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Ariusfx
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Re: Substance source to Cycles4D conversion

Post by Ariusfx » Tue Nov 21, 2017 9:41 am

I'm usually to lazy and just bodge a diffuse and glossy together c:
~Creative Intent

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Martin Wall
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Re: Substance source to Cycles4D conversion

Post by Martin Wall » Tue Nov 21, 2017 10:06 am

You don't have to, it doesn't give you any information.
If you like the flat look then ok.
I didn't play too much with substance, but I think you need just Diffuse, Roughness, Metallic, Normal and Height outputs.
Principled PBR Specular will deal just fine here.
Attachments
Substance.jpg
Substance.jpg (313.22 KiB) Viewed 317 times

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Martin Wall
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Re: Substance source to Cycles4D conversion

Post by Martin Wall » Tue Nov 21, 2017 10:30 am

Or maybe, I don't know. I need to play more with Substance materials.

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Ariusfx
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Re: Substance source to Cycles4D conversion

Post by Ariusfx » Tue Nov 21, 2017 10:33 am

I think both results would work in different environments so yeah there needs to be some testing done
~Creative Intent

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