As of V-Ray 7, update 2, the VRayMts' shading model can be switched to OpenPBR, where some map slots are identical to those in Substance Painter. This guide, however, is concerned with the VRayMtl shading mode.
Learn more about the OpenPBR shading model.
| Substance Painter PBR Map | V-Ray Material slot |
| Diffuse / Base Color | Diffuse |
| Normal | Bump (as a normal map) |
| Height | Bump, Displacement |
| Specular | Reflection |
| Glossiness | Reflection Glossiness |
| Metallic | Metalness |
| Roughness | Reflection Roughness |
| Ambient Occlusion | Diffuse (multiplied by a diffuse map) |
| Opacity | Opacity, Refraction |
| Emission | Self-Illumination, VRayLightMtl |
V-Ray export presets in Substance Painter
There are currently three existing V-Ray presets available in Substance Painter that have been created by Allegorithmic:
- Vray Next Metallic/Roughness
- Vray Next Specular/Glossiness
- Vray Next UDIM Legacy (Metallic Roughness)
The V-Ray presets export the following maps:
- Diffuse / Base Color
- Roughness / Specular
- Metallic / Glossiness
- Emission
- Transmissive
- Anisotropy Angle
- Anisotropy Level
These Adobe presets can be used for most common materials. However, if you want to better support your workflow and get texture exports that better fit your needs, we recommend creating your own presets.
Learn more about creating your own presets in Substance Painter.
Substance PBR to V-Ray Material setup
For this article, we prepared a retro night light, textured with all the mentioned maps.
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Diffuse / Base Color map
The Diffuse / Base Color map stores the color information for your material. This texture is loaded into the Diffuse map slot of the V-Ray material.
Example setup of Base Color maps in 3ds Max Result with the Diffuse texture only
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Normal
Depending on the AEC/DCC used, the Substance normal maps can be loaded directly into the Bump map slot of the V-Ray Material or via a VRayNormalMap texture, plugged into the V-Ray material's bump slot.
Example setup of a Normal map in 3ds Max In order for the normal map to work correctly, you need to use the same normal map space in both Substance and V-Ray.
In this example, the normal maps are exported in tangent space; therefore, in V-Ray, we need to specify that the Normal Map is in tangent space.
Preview of the VRayNormalMap's Map Type option in Maya Substance Painter exports both DirectX (Y-) and OpenGL (Y+) normal maps. Note that exporting DirectX and OpenGL normal maps using the Converted Maps in the Substance Painter exporter takes both the normal and height information, and combines them into a normal map. DirectX and OpenGL use different directions for the green channel (Y- / Y+).
V-Ray (except V-Ray for 3ds Max) works with OpenGL (Y+) normal maps. If you are using DirectX (Y-) normal maps, you need to flip the green channel of the normal map to work correctly. You can do this by using the VRayNormalMap shader's Flip channel options.Preview of the VRayNormalMap's Flip options in Maya Note: In V-Ray for 3ds Max, which uses DirectX (Y-) normals, this step is not needed.
Where to find the options:
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Height map as Bump
Height maps can be directly loaded into the Bump slot of the V-Ray material.
Example setup of Height maps in 3ds Max -
Height map as Displacement
Height maps can also be used for Displacement mapping by means of the displacement options supported by V-Ray for the dedicated AEC/DCC platform.
Where to find the Displacement options:
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Specular/Glossiness and Metallic/Roughness maps
There are two ways to set up the reflections of the material in V-Ray.
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Using Specular/Glossiness:
For the Specular/Glossiness PBR workflow, make sure the Use Roughness option in the V-Ray Material is disabled.The VRayMtl's Use Glossiness option in 3ds Max Where to find the option:
Afterward, load the Specular map in the Reflection map slot and the Glossiness - in the Reflection Glossiness Map slot of the V-Ray Material.
Example setup of Specular/Glossiness maps in 3ds Max -
Using Metallic/Roughness:
For the Metallic Roughness PBR workflow, make sure the Use Roughness option in the V-Ray Material is enabled.The VRayMtl's Use Roughness option in 3ds Max Where to find the option:
Afterward, the exported Roughness map should be loaded into the Reflection Roughness slot; the Metallic map - into the Metalness slot of the V-Ray Material.
Example setup of Roughness/Metallic maps in 3ds Max The Reflection color should be set to white to get the proper reflectivity and preservation of energy. Otherwise, the glancing angle will never be 100% reflective, which it should be.
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Opacity maps
The Substance Opacity map is loaded into the Opacity slot of the V-Ray material.
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Refraction maps
Substance Opacity maps can also be used inside the Refraction map slot of the V-Ray Material.
Example setup of opacity maps used for Refraction in 3ds Max Since Substance and V-Ray use opacity maps differently, in order to get a proper result, the opacity map needs to be inverted when used as a refraction.
Preview of the Invert option in the VRayBitmap in 3ds Max
Substance Painter doesn’t represent physically based refraction in the viewport, hence why the result from V-Ray will look different, but more accurate. Due to the different viewport representations, to get desired results, some iteratation between Substance Painter and V-Ray must be done by making changes on the map you use for the Refraction.Render with Diffuse, Normal, Metallic, Roughness, Refraction and Opacity
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Ambient Occlusion maps
The V-Ray Material doesn’t have a map slot for Ambient Occlusion maps. To make use of the Ambient occlusion maps, they must be multiplied by the Diffuse map, via, f.e., a VRayCompTex.
Example setup of AO maps in 3ds Max
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Emission maps
Emission maps can be loaded into the Self-Illumination map slot of the V-Ray Material. By turning on the material’s affect GI option, the Emission map also has an effect on the Global Illumination in the scene and becomes a light source.
Example setup of Emission maps in 3ds Max
Render with Diffuse, Normal, Metallic, Roughness, Refraction, Opacity, Ambient Occlusion and Emission as Self Illumination:
Emission maps can also be used with the V-Ray Light material. Thus, the Emission map turns into a light source and controls the intensity of the light.
Color Spaces and mapping
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 for the Normal map, which is in the Linear color space.