From the course: 3ds Max: Substance to V-Ray

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Choosing your substance workflow mode

Choosing your substance workflow mode - 3ds Max Tutorial

From the course: 3ds Max: Substance to V-Ray

Choosing your substance workflow mode

- [Narrator] Now something that is often times highlighted when rendering with Substance generated materials in applications like V-Ray and 3DS Max is the need for us to choose which of the available PBR workflows we will want or need to use. Be that the default metal/rough or the equally valid spec/gloss option. Now the reality of V-Ray 3.5 and 3DS Max 2017 and up is that it doesn't really tend to matter which of these we choose to work with as V-Ray can render both. Given that Chaos Group quickly adopted support for 3DS Max's newer physical material type, which by default adopts a metal/rough approach to using input maps. Although this can actually be switched to spec/gloss should we prefer. Now whilst the phrase PBR of physically based rendering has become a real buzzword in the gaming world over the past couple of years, the simple truth is that many of 3DS Max's render engines have, throughout the years, been able to render in this way. So for instance, Mental Ray, V-Ray…

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