From the course: 3ds Max: Substance to Arnold

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Using the EXRs in Arnold

Using the EXRs in Arnold

From the course: 3ds Max: Substance to Arnold

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Using the EXRs in Arnold

- [Instructor] Having exported all of the map channels that we need from Substance Painter, what we want to do in this exercise is demonstrate, firstly, how we might go about using the exported EXR files that we'd created. The first thing that we will probably want to do here then is get our maps imported into Max and plugged into an Arnold material. After opening up the Material Editor using the M key and then jumping into the Robot tab, let's drop an Arnold standard surface material onto the work area. Apply that to the robot's body and make sure that the Show Shaded Material in Viewport option is turned on. Now, whilst we did write a total of six EXR maps out for this particular part of our robot, we aren't really going to use the height and the mess of options here. And so, let's drop a bitmap node onto the work area and then, after adding the base color map for the body to it, we can copy the node three times and then add the relevant map channels to them, making certain, of…

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