From the course: 3ds Max: Substance to Arnold

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Setting up a custom output

Setting up a custom output

From the course: 3ds Max: Substance to Arnold

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Setting up a custom output

- [Instructor] To round out our look at using Substance Designer with Arnold inside Max, we're going to create a custom output that basically gives us the ability to add a map to our wall material that doesn't exist as a part of Substance Designer's base metal rough configuration. In this instance, we're going to combine the normal and height maps that we already have and create a unique and hopefully even more detailed displacement map for ourselves, that we will call "Relief." And of course, we do need to keep in mind that the basic steps covered here can be used to create any custom output channel or channels that we may need. First of all then, inside the red brick graph, let's convert our current normal map data to something that can actually be used in a displacement channel, which we can do by hovering our cursor over the graph view, hitting the space bar to bring up the node menu, and then typing the word "normal" into the search field. In the fairly long list that appears, we…

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