How many folks using substance suite with rhino?

I’m curious to know how many folks are using the Adobe Substance suite with rhino and what your experiences so far are-

Especially interested in any experience with v7wip -

I’m starting to see some interesting possibilities…

thoughts?

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Hi!
Let’s start from scratch. I’d very much like to use it, but don’t know how… How do I load a .sbsar file in the material editor? Is there a Rhino plugin? Does R7 WIP come with .sbsar support? If yes, I cannot find it.

Another burning question: is it basically possible to render non-repetitive substance textures? Meaning the shaders are evaluated at rendertime, not pre-rendered tiles.

Thanks!

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@AlanMattano
Can you share your experiences? Or links to the threads you made? :wink:

My experiences with Rhino & Substance Painter are mixed… I ran into some obstacles. Rhino’s texture mapping compatibility with other software is crucial here.

I was using Substance Designer a bit, but It wasn’t always that pretty. Sometimes I tried to modify some bought SBS brick textures. I wanted to change brick pattern and always I run into some or complications with the data flow. As far as I saw, Grasshopper is superior among all node editors in terms of data readability and possible tidiness.

I am mentioning this because I wish that Grasshopper one day will be capable to do more in bitmap field.

SBSAR files are working great inside UE4 and I would happily see them inside Rhino.


That would be amazing, but as far as I know, it is not working this way :frowning:

Some comfortable way to make & adjust procedural masks inside Rhino, to blend between two variations of the same material would be a great thing to have.

@nathanletwory Is it possible to blend two PBR materials with procedural noise from your Cycles Grasshopper nodes?

Check this one https://academy.substance3d.com/courses/Creating-endless-textures-with-Substance-Designer-and-3DsMax/youtube-FuPQNIx3dh8

I made attempt to create mix of bercon tiles with multi texture as plugin as rhino native texture but i had big issues with quality of those during texture evaluation and left it in the middle. Maybe someone could deliver such solution quicker.

About the topic i use substance designer mostly and dont know other workflow than just exporting maps out of it and then feeding desired renderer.

Should Rhino support those directly? Hell yeah.

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they do now… just export the maps from substance or alchemy, make a PBR and use the “create from texture files” option.

Nah… Sorry didn’t explained directly for me means support of sbsar and sbs files. Reading textures doesnt have much in common with being direct just less clicks. PBR workflow was availible there long time ago in other engines and lets say from 3-4 yrs is industry standard. My point is that direct substance suite support is different from pbr support. For eg. live link to substance painter would be good example of support.

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Kyle,
thanks for that screenshot, interesting!
However, this ‘Create from Texture Files’ trick of the ‘Physically Based’ shader isn’t more than a convenience feature for loading multiple textures (better than nothing at least).
What has to be set by hand then is 1) the map’s intensities the creator of the original sbsar material intended them to have, and 2) the shading model (metal, non-metal etc.).
I’m not an expert in the field of materials/shading (although no complete noob either), but an explicit way to load sbsar files into Rhino would be really great. So I second Przemysław here!

Thanks!

It’s coming.

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As Andy mentioned sbsar support is coming… it likely won’t be a “live link” but it will import of the material directly.

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Thanks, great news!!