I tweaked a bit with principled shader to try to replicate the same result achieved in Substance Painter. The thing is that it was pretty easy getting similar results with very little effort (just connecting each map into its slot).
Just wanted to share with you.
Hi VanCantus,
Would it be possible to have a cycles mode with principled shader only? Everytime I add a principled shader node, rendering becomes much slower. As the other nodes are not required in this case (despite the emit node), it would make cycles much lighter and certainly much faster.
In place of an explicit index-of-refraction, or ior, our specular parameter determines the incidentspecular amount. The normalized range of this parameter is remapped linearly to the incident specularrange [0.0, 0.08]. This corresponds to ior values in the range [1.0, 1.8], encompassing most commonmaterials. Notably, the middle of the parameter range corresponds to an ior of 1.5, a very typicalvalue, and is also our default. The specular parameter may be pushed beyond one to reach higher iorvalues but should be done with caution. This mapping of the parameter has helped greatly in getting
artists to make plausible materials given that real-world incident reflectance values are so unintuitivelylow.
For our clearcoat layer, we use a fixed ior of 1.5, representative of polyurethane, and insteadallow artists to scale the overall strength of the layer using the clearcoat parameter. The normalizedparameter range corresponds to an overall scale of [0, 0.25]. This layer, even though it has a largevisual impact, represents a relatively small amount of energy so we don’t subtract any energy from thebase layer. When set to zero, the clearcoat layer is effectively disabled and incurs no cost.
@elGordo: you do not need AO at all in Cycles or any other pathtracer. That map contains shadowing information for a lamp you don’t have in the first place. See: http://mentalraytips.blogspot.com/2008/11/joy-of-little-ambience.html
It should never be multiplied over diffuse. If you want to use it for dirty/dusty looks, you should handle that within substance and then that information will be within the basecolor map.
Actually in relation to the previous post I notice that the noise level with principled is equal to the noise of glossy/diffuse if using “branch path tracing”