One of the things Jack had a problem with before was bringing the Substance Painter files from the application into Arnold itself, the bump map seeming too extreme and had to be tweaked. I wanted to do a bit more research myself into how to recreate as close a material as possible in Arnold, so I went and did some digging.
Arnold uses a Diffuse, Specular, Roughness workflow ; consequently textures made in Substance Painter using the BaseColor, Metallic workflow have to be converted for the Arnold shader. Arnold being a raytracer and Substance Painter viewport being OepnGL, the result between the two might be slightly different.
In Substance Painter-
Go to file/ export textures. Then go to the export tab and select Arnold as the system configuration.
Exporting textures from Substance. (Support.allegorithmic.com, 2017).
Arnold settings. (Support.allegorithmic.com, 2017).
Arnold Standart Shader settings:
- the diffuse texture is plugged to the Diffuse channel
- the specular texture is plugged to the Specular channel (not the reflection channel!)
- the Specular Weight is set to 1.0
- the Roughness texture is plugged to the Roughness channel
- the Microfacet Distribution is set to ggx
- the Fresnel option is enabled
- the f0 texture is plugged to the Reflectance at Normal channel
What is gamma correction?
Gamma correction controls are helpful for users to make sure they are working in radiometrically linear space (also called ‘linear workflow’). Linear workflow ensures that all of the elements interacting in a scene (light colors, textures and shader colors) correspond linearily with actual amounts of light so that the renderer does proper light computations in a physically accurate way. This is needed since light works linearly in the physical world (if you double the amount of photons, the color values are also doubled).
You assume all textures should be interpreted as sRGB and you add a gamma correction node for specific textures that should be interpreted as linear. In this case you will set the Gamma Correction for Textures to 2.2.
You assume all textures should be interpreted as Linear and you add a gamma correction node for specific textures that should be interpreted as sRGB. In this case you will set the gamma Correction for Textures to 1.0
Support.allegorithmic.com. (2017). Arnold for Maya – Substance Painter – Allegorithmic Documentation. [online] Available at: https://support.allegorithmic.com/documentation/display/SPDOC/Arnold+for+Maya [Accessed 22 Mar. 2017].