Author Topic: Specular exported from SP isn’t correct in Modo (Solved)  (Read 549 times)

Gang:

Using SP 2018.1.2 and Modo 12.0v1.  I’ve followed the tutorial at https://www.pixelfondue.com/blog/2017/5/17/creating-a-substance-painter-export-configuration-for-modo on how to export textures from SP for use with a modo physically based shading model, but the specular just doesn’t match (attached).  Has something about this process changed?

Thanks in advance,
Tim

Last Edit: June 30, 2018, 07:00:24 am

Forgot to mention - I’ve also tried using “metallic” for the specular amount instead of “f0”, as described in the Modo integration docs at https://support.allegorithmic.com/documentation/pages/viewpage.action?pageId=149291294, but it didn’t change the outcome.  The fact that this doesn’t match the video linked above reinforces my belief that the process must have changed.

Cheers,
Tim

Following-up … I see the problem, but not the solution.  The exported specular color map seems to be “premultiplied”, for lack of a better term … the specular color is a dark gray in places where I’d expect it to be white.  When this is multiplied with the same dark gray value in the specular amount map, the result is no specular output in Modo.  Any thoughts on how to get a “pure” specular color map out of SP?

Many thanks,
Tim

 Finally found my answer at https://support.allegorithmic.com/documentation/display/SPDOC/MODO, which calls for using the “Reflection” converted map to drive Modo specular color, instead of the “Specular” map.  Results are much closer now.

Tim

Last Edit: June 30, 2018, 06:59:37 am

Finally found my answer at https://support.allegorithmic.com/documentation/display/SPDOC/MODO, which calls for using the “Reflection” converted map to drive Modo specular color, instead of the “Specular” map.  Results are much closer now.

Tim



Hey Tim,

The best option now is to use the Principled shading mode in modo. The doc page is a bit out of date. I will be working on a new updated page when we release the next update to the substance plugin. Using principled shading mode, you can just use the metallic rough outputs from Painter.

Cheers,
Wes
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja