Substance Painter to V-Ray - PBR Workflow

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
Substance_Painter_2021-10-22_15-54-30.png
Preview of the Output Templates in Substance Painter

 

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.

mceclip0.png
Preview of the prepared model in Substance Painter

 

  • 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.

    base_color_3ds.png
    Example setup of Base Color maps in 3ds Max

     

    diffuse.png
    Result with the Diffuse texture only

 

  • 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.

    normal_example.png
    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.

    maya_vraynormal_tangent.png
    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.

    maya_vraynormal_flip_options.png
    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:

diffuse_%2B_normals.png
Result with Diffuse and Normal textures

 

  • Height map as Bump

    Height maps can be directly loaded into the Bump slot of the V-Ray material.

    height_to_bump_3ds.png
    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:

blobid1.png
Result of the rendered height/displacmeent map



 

  • Specular/Glossiness and Metallic/Roughness maps

    There are two ways to set up the reflections of the material in V-Ray. 

     

    1. Using Specular/Glossiness:
      For the Specular/Glossiness PBR workflow, make sure the Use Roughness option in the V-Ray Material is disabled.

      useglossiness.png
      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.

      specular_glossiness_3ds.png
      Example setup of Specular/Glossiness maps in 3ds Max

       

    2. Using Metallic/Roughness:
      For the Metallic Roughness PBR workflow, make sure the Use Roughness option in the V-Ray Material is enabled.

      useRoughness.png
      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. 

      metallic_roughness_3ds.png
      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.

      Learn more in our blogpost about Understanding Metalness.

 

Diffuse_%2B_Normals_%2B_Metallic_%2B_Roughness.png
Render with Diffuse, Normal, Metallic and Roughness:

 

  • Opacity maps

    The Substance Opacity map is loaded into the Opacity slot of the V-Ray material.

opacity_3ds.png
Example setup of opacity maps in 3ds Max

 

blobid6.png
Result of the rendered opacity map

 

  • Refraction maps

    Substance Opacity maps can also be used inside the Refraction map slot of the V-Ray Material. 

    refraction_3ds.png
    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.

    vraybitmap_invert.png
    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.

    Diffuse_%2B_Normals_%2B_Metallic_%2B_Roughness_%2B_Refraction_and_Opacity.png
    Render with Diffuse, Normal, Metallic, Roughness, Refraction and Opacity

 

  • 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.

    AO_map.png
    Example setup of AO maps in 3ds Max
Diffuse_%2B_Normals_%2B_Metallic_%2B_Roughness_%2B_Refraction_%2B_Opacity_%2B_AO.png
Render with Diffuse, Normal, Metallic, Roughness, Refraction, Opacity and Ambient Occlusion

 

  • 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.
     

    emission_3ds.png
    Example setup of Emission maps in 3ds Max


     

    Diffuse_%2B_Normals_%2B_Metallic_%2B_Roughness_%2B_Refraction_%2B_Opacity_%2B_AO%2BEmission.png
    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.

 

Additional Information and Related Content

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