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 TextureColorspaceUnreal Material Layer Effect
    Base ColorsRGBUnreal Base Color
    RoughnessLinearUnreal Roughess
    MetallicLinearUnreal Metallic
    NormalLinearUnreal Normal
    Ambient OcclusionLinearUnreal 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 TextureColorspaceUnity Material Layer Effect
    AlbedoTransparencysRGBUnity
    MetallicSmoothnessLinearUnity Smoothness
    MetallicSmoothnessLinearUnity Metallic
    NormalLinearUnity Normal
    Ambient Occlusion *not included in the export preset.
    You will need to add Ambient Occlusion to the export manually
    LinearUnity 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 TextureColorspaceMaterial Layer Effect (Physically Based Model)
DiffusesRGBDiffuse
RoughnessLinearRoughness
ReflectionsRGBSpecular Color
f0LinearSpecular Amount
NormalLinearNormal

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 TextureColorspaceSwizzle ChannelMaterial Layer Effect (Unreal Engine)
OcclusionRoughnessMetallicLinearRedUnreal Ambient Occlusion
OcclusionRoughnessMetallicLinearGreenUnreal Roughness
OcclusionRoughnessMetallicLinearBlueUnreal Metallic
Substance Painter TextureColorspaceSwizzle ChannelMaterial Layer Effect (Unity)
MetallicSmoothnessLinearRedUnity Metallic
MetallicSmoothnessLinearAlphaUnity Smoothness

MODO Global Illumination Settings

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