I created a small add-on to load a set of substance painter textures with very few mouse clicks. It goes a bit further than Node Wrangler load multiple images in that you only need to select one image from the set, sets the non-color data attribute for non color textures and orders the textures in a neat frame with descriptive names for the textures nodes themselves.
it might not be the most innovative add-on ever written but I find it quite a time saver and the layout of the nodes makes for a much more 'readable´ material. Some examples:
Small enhancement published. It now restricts the initial list of textures to Color. Much less clutter if you have a lot of texture sets and since you only have to click one to get the whole set anyway, this might save you some time.
I have to learn where substance painter fills a gap for blender. Is it uv mapping and texturing? My main question though is how do you import textures from the substance painter texture"library" into blender? As well, do you unwrap in blender 3d and send the map to substance or can I import the texture and do the unwrapping and texturing in blender? Or do you send the model to substance, unwrap and texture in substance painter? And then send back to blender for rendering? I have sp2 blend which I don’t know how to use. Should I get PBR-Ubershader? Thanks
@bkjernisted: your question is a bit of topic for a coding forum but i’ll give it a try :eyebrowlift2:
substance painter is a program to paint textures on to a model. The end result of that action is a set of texture files that you can import into Blender, that is, you can create for example a Cycles material with Texture nodes that point to these textures.
But it always start with unwrapping your model in Blender.
So your workflow will typically look like this:
[In Blender]
create your model
unwrap your model
export your model (typically as an .fbx file)
[In substance painter]
create a new project
import your model
paint your textures onto the model in 3D
export the textures
[In blender]
create a (Cycles) material on your model
add Texture.Image nodes that refer to the exported textures
when you work in Substance Painter you will paint all texture information simultaneously (color, normal, glossiness, …) and when you export you will export all of them. Connecting 4 or 5 textures will all sorts of clever nodes to get a proper physics based render material is a lot of work and that is where tools like PBR-Ubershader step in: they provide a complete mode group where you plugin those exported textures.
You would still have to uv unwrap your model and paint those textures in Substance Painter of course.
@Hammers you are welcome but please note that i only created the small texture import add-on but the PBR node is by Blackheart Films so kudos to him for that very useful node group
or, if you were refering to Substance Painter as being the time saver (which it totally is :eyebrowlift2: ) note that it is not a free product (unless you are a student and can prove it) but the indie-license of approx. $150 is totally worth it IMHO (if you can afford it of course)
No I was genuinely just excited by your texture importing addon approach. I own and use Substance a bit, as well as 3d-coat (might work for that too perhaps), and this is a real tidy solution to that repetetive texture setup schamozzle Thanks again!!
@Hammers: should work for 3d-coat and quixel and the like IF the use some regular name scheme. I just own Substance so I have no way to test it but let me know if you see ways to improve the add-on for use with other progs.
This is great. Getting the same as post #17, it’s only importing the color map. I’ve had an idea on how we could bring the loop tools - bridge command into this picture. I’ve spent the past year speeding up the initial setup processes that takes place on every model.
See here I’ve already connected a lot of wires and values ahead of time and I adjust from there. Leaving the only real repetitive work being connecting these six wires and turning the non color datas on. I tend to cheat and only do that for the normal map as this is such a repetitive thing. What if the bridge command knew to connect these in 1 click. That would speed things up as well. Food for thought.
I’ll look into the jpg issue. I never use jpg for textures for fear of compression artifacts but there is no reason not to support it, as often you don’t have a choice if you download from a texture repository .