The Substance Painter online help includes a section for working with Redshift. 
I forget which DCC they used for the example but it’s no same workflow, no 
matter the DCC

> On 12 Apr 2017, at 17:40, Nicole Beeckmans-Jacqmain <[email protected]> 
> wrote:
> 
> Hi.
> Watching the Augmented Reality Videos and latest Games made me wondering
> if I should not get myself a copy of Redshift for mynext project.
> 
> I am wondering if Redshift is just faster than MentalRay, or if it does also 
> output, in finer, higher render quality than MRay??
> 
> (sorry if this sounds a total nooby question!!)
> 
> Seeing Substance Painter 2 tutorials, i've got a hint with it, and with 
> procedural texturing in general,
> there's a whole broad field of experimentation opening in my project with it. 
> I hope to be able to use it soon
> with Softimage 2015s2. sorry i could not answer your question, i am on the 
> lookout myself for these outdated infos.
> 
> Regds,
> Nicole.
> 
> 
> 
> 2017-04-11 18:53 GMT+02:00 Patrick Neese <[email protected] 
> <mailto:[email protected]>>:
> I bought Substance Painter for texturing UE4 assets, but wanted to use it 
> with Softimage as well.
> 
> It appears MILA shaders would be a good approach. Is anyone using Substance 
> Painter for texturing (metal-rough) or anther PBR texturing program with 
> Softimage?  I found and tried to setup the shaders/materials (3.11 version i 
> believe) as suggested for maya here: 
> https://support.allegorithmic.com/documentation/display/SPDOC/Mental+Ray+for+Maya
>  
> <https://support.allegorithmic.com/documentation/display/SPDOC/Mental+Ray+for+Maya>
> 
> But for some reason the non-metallic items aren't rendering correctly.  The 
> export templates are a bit different from the walkthrough too(gray images no 
> alpha). Anyone have any suggestions/experience?    Because I have no idea 
> what I'm doing :)  I'd love to get off Mental Ray, but I can't justify 
> Redshift/Arnold as a hobbyist with projects few and far between. So, I need 
> to figure out a mental ray solution.
> 
> Thanks!
> 
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