PBR Tool - Node Group for Cycles

I created this node group to use the maps generated by Substance Painter and Substance Designer:
Base Color, Roughness, Metallic, Normal.

***Improvements in Version 5 :

  • A better custom Fresnel than previous versions
  • Grazing Angle Reflectivity (posted as a group here)
  • Color correction at grazing angles
  • F0 reflectivity

PBR_Tool_v5_disOrder66.blend (120 KB)

Append group:PBR Tool v5 - main node group.

PBR Tool v5 with Inputs and Output -includes Image Texture nodes and Material Output node. Ungroup and load your maps into the corresponding nodes.

Controls:

  • Roughness ( Dielectric and Metal, default = 0 ) - Negative values decrease roughness.
  • Grazing Angle Reflectivity ( Dielectric and Metal )
  • F0 Reflectivity ( Dielectric and Metal )
  • Fresnel Normal Mix ( Dielectric and Metal )

Substance Theme:
I made a Blender theme based on Substance Painter and Substance Designer that is available here.

Attachments



Very good results. I’ve found it interesting to see the little workarounds that everyone comes up with to get the maps to render accurately. Thanks for your efforts!

Thanks you so much dear @disOrder66,
Congratulations too for this nice job!
I follow you now…
Spirou4D :wink:

Thank you, howtoblend and Spirou4D. It is nice to know that you find it useful.

It’s interesting that Blender actually has all the features as Substance Painter, just is needed to make different workflow, rearrange some stuff, add some material library. Even those fancy features like rain and smoke effects can be possible. With not such large effort it could be as good as industry leading tools for texturing.

I replaced the original renders with ones made with v2.

I have updated the Substance theme.

I have replaced the renders in the first post with new ones made with version 3.

I updated the group to Version 4 and added new renders in the first post.

I also updated the Substance theme.

I replaced the .blend in the first post.
I discovered that the dielectric Glossy shader color was set at the default value of 0.906.
Now it is correctly set at 1.000.

I also replaced the renders with ones made with this improvement.

It has a better custom Fresnel than the previous versions.

It includes “Grazing Angle Reflectivity”, which was posted as a group here.

I added color correction because the color was desaturated and darker at
grazing angles.

You can adjust F0 reflectivity.

I replaced the .blend and the renders in the first post.

The Fresnel has been improved by adding sliders that allow
you to choose whether to have the Normal Map sent directly
to the Layer Weight nodes or to first have it mixed with the
incoming geometry.

The default value of 0 is the direct connection and the value
of 1 is the incoming mix.

There are separate Math nodes for each mode that have
different settings.

There are sliders for dielectric and metal.

I have tested many Substance Designer maps and most look
better with a value of 0, but some look better with a value of 1.

I replaced the .blend and the renders in the first post.