Author Topic: Substance Integration in MODO  (Read 2501 times)

Substance Integration in MODO

In this video, you will learn how to use the Substance plugin in MODO. This video covers both 801 and 901 usage.

Software: MODO 801 - 901
Version: --

Prerequisites: Understanding of Substance Designer in regards to authoring custom substances. Nothing needed if you are just wanting to use a substance material in modo

Source files:
*attached to thread

*For 901, you need to set the Substance Material in the Shader tree to the Traditional Material Type when using non-PBR Substances. If using PBR Substances, you will need to use the Specular/Glossiness workflow.

Video:
Last Edit: June 10, 2015, 08:45:37 pm
Integrations Product Manager / Training
wes.mcdermott@allegorithmic.com
Twitter: The3DNinja

Hi,

If you are using MODO 901, you can now use PBR substances with a much easier render setup.

1. On the Substance Material, set it to Physically-Based.
2. Enable diffuse, normal, metallic*, roughness, ambient occlusion.
3. In the render settings, Global Illumination, enable Importance Sampling


*For metallic, you can use the metallic mask as a specular amount. The white areas will denote high reflectance. Metal is (70-100%). However, the white will result in 100% specular. This setup can work for raw metals. The metal refectance color value comes from the specular map. However, you may get a better result by not using the metal map and instead manually entering a reflectance value of 70-100% in the specular amount. Manually entering the value works for specular amount works for metal and metal with dielectrics. I would recommend to not use the metallic map and manually enter the value.

If the material is non metal, then don't enable the metallic map. Instead, use the 4% value for Specular Amount.

Cheers,

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