Everything related to Studio
#401027
There is a new version of the Base Material Node that makes things a little easier, especially for people just beginning to work with Substance Designer.

Now, the Base Material Node supports something called the "PBR Workflow." When you turn this on (by right-clicking on the node and selecting the "Expose Parameters" option,)

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and then by checking the box at the top called "PBR Workflow" , ...

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you don't have to create inputs for the Base Color, Metallic, and other kinds of typical outputs. These now are automatically created by the node.

All that you have to do is click on the "OK button" after making your selection, and then make the appropriate connections to your Outupt nodes.

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To make the base color, metallicty and these other features accessible to your control in Maxwell Render, you now select the Base Material Node, and then in the right-hand "Instance Parameters Panel," just right-click on that little icon shown below, and set the desired user controls as explained in the prior tutorial.

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Here is an example of how simple a "Substance" *.sbsar file could be that can be loaded by the Maxwell Material Editor and provide a lot of functionality.

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Not much to it! But this simple graph of nodes places color, metallicity (metal ranging through something like plastic to a completely matte finish), and scratches (no scratches, light scratches, deep scratches, width, randomizations, rotations, etc.) under your control while working in Maxwell Render. Its small in size and it reads quickly. And it produces materials like this ...

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