Arnold for Maya
Arnold for Maya, MtoA 1.2.6.1
Arnold uses a Diffuse, Specular, Roughness workflow ; consequently textures made in Substance Painter using the BaseColor, Metallic workflow have to be converted for the Arnold shader. Arnold being a raytracer and Substance Painter viewport being OepnGL, the result between the two might be slightly different.
Substance Painter Export
- In your Project go to File / Export Textures...
- In the Export Tab, select the Arnold Configuration and Click on Export
Arnold Standart Shader
- Arnold Standart Shader settings:
- the diffuse texture is plugged to the Diffuse channel
- the specular texture is plugged to the Specular channel (not the reflection channel!)
- the Specular Weight is set to 1.0
- the Roughness texture is plugged to the Roughness channel
- the Microfacet Distribution is set to ggx
- the Fresnel option is enabled
- the f0 texture is plugged to the Reflectance at Normal channel
In Arnold you have the choice between two gamma workflows:
Arnold does not make use of the "Color Space" parameter on texture nodes, that's why we have to rely on gammaCorrect nodes.
- You assume all textures should be interpreted as sRGB and you add a gamma correction node for specific textures that should be interpreted as linear. In this case you will set the Gamma Correction for Textures to 2.2.
- Render Settings:
Gamma Corrections on textures: 2.2
Note that only the Out Value X from the gammaCorrect node is plugged to the Specular Roughness and Ksn (Reflection at Normal) inputs.
- Render Settings:
- You assume all textures should be interpreted as Linear and you add a gamma correction node for specific textures that should be interpreted as sRGB. In this case you will set the gamma Correction for Textures to 1.0
- Render Settings:
Gamma Corrections on textures: 0.454
Note that only the Out Color R from the Roughness and f0 textures are plugged to the Specular Roughness and Ksn (Reflection at Normal) inputs.
- Render Settings:
Using UDIMs
- In Substance Painter select the Arnold UDIM export preset
- Until Substance Painter can directly export .tx files, it is advised to convert your texture to .tx using the TX Manager
- use the same shader setup as above
- On the file Texture nodes, simply change the UV Tiling Mode to "UDIM (Mari)"
- That's all!