MODO


MODO 10.1 - Unreal Material

Modo 10 series has several options for rendering physically based materials. The MODO material defaults to a physically-based shading model that works well with Substance Painter maps. MODO 10 also provides an Unreal material that allows you to work directly with the default metallic/ roughness shader from Substance Painter. 

Example Demo Scene

Substance Painter Export

  1. When using the default metallic PBR shader, we can export using the default Document channels + Normal + AO export preset. *Document channels exports Normal Map based on Project Configuration. MODO requires OGL Normal map. You can switch the Normal Format in the Project Configuration.
  2. Alternatively, you can export using either the Unreal or Unity preset for the MODO. These export presets have outputs where the channels are packed for optimization. If you would like to use these packed maps in MODO, you will need to use the Swizzle option on the texture to target the correct channel. Please refer to the MODO Swizzle Channel section.



  3. You can change the Normal Format to OpenGL before exporting. Edit>Project Configuration. This is needed when exporting using the Document channels + Normal + AO export preset.

Unreal Material Setup

  1. Import the textures exported from Substance Painter into MODO's clip browser. 
  2. Create a Unreal Material. 
  3. Add the textures from the Clip Browser to the Shader Tree material group and set the layer effect for each texture to the Unreal Material Channel. 
    Be sure that the colorspace for textures are marked appropriately as shown in the graph below. This can be done on the Properties>Image Still tab. 

    Substance Painter Texture Colorspace Unreal Material Layer Effect
    Base Color sRGB Unreal Base Color
    Roughness Linear Unreal Roughess
    Metallic Linear Unreal Metallic
    Normal Linear Unreal Normal
    Ambient Occlusion Linear Unreal Ambient Occlusion


Unity Material Setup

  1. Import the textures exported from Substance Painter into MODO's clip browser. 
  2. Create a Unity Material. 
  3. Add the textures from the Clip Browser to the Shader Tree material group and set the layer effect for each texture to the Unreal Material Channel. 
    Be sure that the colorspace for textures are marked appropriately as shown in the graph below. This can be done on the Properties>Image Still tab. 

    Substance Painter Texture Colorspace Unity Material Layer Effect
    AlbedoTransparency sRGB Unity
    MetallicSmoothness Linear Unity Smoothness
    MetallicSmoothness Linear Unity Metallic
    Normal Linear Unity Normal
    Ambient Occlusion *not included in the export preset.
    You will need to add Ambient Occlusion to the export manually
    Linear Unity Ambient Occlusion


Physically Based Material Setup

You can also use the MODO physically based shading model on materials. You will need to setup an export configuration from Substance Painter as follows:

This example show the usage of the converted maps for Diffuse. This assumes you are working in the default metallic/rough shader. If you are using the PBR specular/glossiness shader, then you can use the Diffuse from the Input Map section. In this case, you would export a Glossiness map, but need to invert this in MODO.

  1. Import the textures exported from Substance Painter into MODO's clip browser. 
  2. Make sure you are using a Material with the shading model set to Physically Based
  3. Add the textures from the Clip Browser to the Shader Tree material group and set the layer effect for each texture to the Material Channels shown in the table below. 
    Be sure that the colorspace for textures are marked appropriately as shown in the graph below. This can be done on the Properties>Image Still tab. 

Substance Painter Texture Colorspace Material Layer Effect (Physically Based Model)
Diffuse sRGB Diffuse
Roughness Linear Roughness
Reflection sRGB Specular Color
f0 Linear Specular Amount
Normal Linear Normal

MODO Swizzle Channel

You can enable Swizzling on the Texture Layer properties. This allows you to use packed channel data in the image as a specific Layer Effect in the Shader Tree.

Substance Painter Texture Colorspace Swizzle Channel Material Layer Effect (Unreal Engine)
OcclusionRoughnessMetallic Linear Red Unreal Ambient Occlusion
OcclusionRoughnessMetallic Linear Green Unreal Roughness
OcclusionRoughnessMetallic Linear Blue Unreal Metallic
Substance Painter Texture Colorspace Swizzle Channel Material Layer Effect (Unity)
MetallicSmoothness Linear Red Unity Metallic
MetallicSmoothness Linear Alpha Unity Smoothness

MODO Global Illumination Settings

You need to make sure that you enable Environment Importance Sampling in the Global Illumination Tab.