Connecting right textures to right slots. (substance painter -> Terragen 4)

Started by Jgone, June 02, 2018, 07:58:28 AM

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Jgone

Hello there people, once again i'm bugging you with a question.
This time it's for my thesis. Won't bother you with too much details but here are the essentials :

I created a model in zbrush.
I exported .obj files and painted them individually in substance painter.
Next step is to open the model in terragen 4 and to connect the proper textures to proper slots.

I have doodled hours in this step but i just can't get it right.

Attached a picture of my model in substance painter, and in terragen.

Substance painter offers a wide variety of texture exports, for unity, keyshot etc. But i'm not sure which textures are proper for terragen. Since there isn't an option for it.
Here is a printscreen of the textures exported from Substance painter, i wonder if these would do, and if so, on which default shader slots would they belong to ?
https://gyazo.com/2dc132c8eb3a4901d8b6147ded43a6da

Apologies if the question is too complicated. Ill do my best to explain my situation if needed.
Million thanks to anyone who helps me out here, i'm completely clueless when it comes this.

edit: just to clarify, the model looks bad because it's missing a ton of parts. I'll add them once i get the hang of this workflow eventually.

j meyer

As far as I know 'metallicity' and 'normal'-maps are not supported in TG.
So I would cancel the 'metallicity' and instead of the 'normal'-map take a
'bump'-map.
diffuse  - colour
bump   - displacement
reflection - reflectivity
roughness - specular roughness
Most likely you will have to experiment with 'reflection' and 'roughness'
a bit as there might be differences to Substance Painter, especially for
'roughness'.
This should get you started, hopefully.

WAS

Quote from: j meyer on June 02, 2018, 02:48:43 PM
As far as I know 'metallicity' and 'normal'-maps are not supported in TG.
So I would cancel the 'metallicity' and instead of the 'normal'-map take a
'bump'-map.
diffuse  - colour
bump   - displacement
reflection - reflectivity
roughness - specular roughness
Most likely you will have to experiment with 'reflection' and 'roughness'
a bit as there might be differences to Substance Painter, especially for
'roughness'.
This should get you started, hopefully.

"Roughness" in TG for reflections does not interact with specular maps correctly at all, so I'd just forget roughness unless using a PF or something and just playing around. At least if they do, they need special treatment for TG.

Jgone

Quote from: j meyer on June 02, 2018, 02:48:43 PM
As far as I know 'metallicity' and 'normal'-maps are not supported in TG.
So I would cancel the 'metallicity' and instead of the 'normal'-map take a
'bump'-map.
diffuse  - colour
bump   - displacement
reflection - reflectivity
roughness - specular roughness
Most likely you will have to experiment with 'reflection' and 'roughness'
a bit as there might be differences to Substance Painter, especially for
'roughness'.
This should get you started, hopefully.

Thanks a ton ! This will surely help me forwards ! :)

Jgone

Stumbled on another issue that i can't overcome.

Why does terragen at the very last second of render makes my 3D modeled object look bugged out ?
Here is a short gif of it happening : https://gyazo.com/55ae140302f6270610d9174da3cd6667
It happens at the very last few seconds.

Can anyone point me to a right direction how to solve this ?

Didn't feel like making another thread here because it's on the same project as the earlier issue.

luvsmuzik

What are your shadow settings? Do you have soft shadows enabled? This is in your sunlight settings.

Jgone

Quote from: luvsmuzik on June 14, 2018, 10:40:47 AM
What are your shadow settings? Do you have soft shadows enabled? This is in your sunlight settings.

The shadow details don't make a difference, be it soft shadows with huge diameter and 20 samples etc.
Thanks for the suggestion tho !

j meyer

Looks like it might be GISD (occlusion weight especially) in conjunction with
your geometry.

Jgone

Quote from: j meyer on June 14, 2018, 01:23:24 PM
Looks like it might be GISD (occlusion weight especially) in conjunction with
your geometry.

Hey, apologies but i'm not quite sure what you are talking about. Could you explain a bit for someone less experienced :) ?
And also, is there a way to fix this or am i just "doomed" ?

j meyer

You'll find it in the render node.
[attach=1]
and
[attach=2]

It's a post render effect adding some Ambient Occlusion.
As with shadows the quality of this effect is related to polygon count and you
may see some stepping or other stuff dependent of your geometry. Like a few
long polies can't produce a smooth gradient, but lots of smaller even polies can,
at least to a certain degree.
That's about it in short.

Jgone

Quote from: j meyer on June 14, 2018, 03:19:33 PM
You'll find it in the render node.
[attach=1]
and
[attach=2]

It's a post render effect adding some Ambient Occlusion.
As with shadows the quality of this effect is related to polygon count and you
may see some stepping or other stuff dependent of your geometry. Like a few
long polies can't produce a smooth gradient, but lots of smaller even polies can,
at least to a certain degree.
That's about it in short.

This fixed it. Lowered the Radius to 5 and all the dark stripes are gone, and can't really tell any difference in the entire scene other than that.
Also, learned something valuable in Terragen ! Thank you so much !  :)

Oshyan

It might indicate geometry issues with your object as well. Something to look into/consider.

- Oshyan