From the course: 3ds Max: Substance to Arnold
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Using a substance with Arnold
From the course: 3ds Max: Substance to Arnold
Using a substance with Arnold
- [Narrator] Inside 3ds Max, then, we're ready to bring our newly-created Substance into the scene, and take a look at how it renders with Arnold. Before we do that, however, I just need to open up the Material editor, using the M key, if it isn't already open that is, and then jump into the Ground tab, so that we can reconnect the Bitmap Input on our Bitmap2Material Substance. Do be aware, though, that this is something that I will take care of off-capture in future videos. And so don't get caught out by this particular bug, as we move forward. After jumping into the Wall tab, let's go ahead and drag out a new Substance2 node. Now previously, before receiving the new Substance to 3ds Max plug-in, we would have imported our Substance file into Max, added an appropriate Material to the work area, and then connected everything up, using the relevant outputs on the Substance, and the relevant inputs on the Material. Much of which is no longer necessary because with the set-up that we…
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Contents
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An overview of your material3m 16s
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Metal, rough to spec, and gloss conversion for Arnold v43m 55s
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Exporting a substance2m 30s
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Using a substance with Arnold3m 1s
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Improving your substance results6m 37s
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Augmenting a substance using Max nodes4m 51s
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Resolution tweak2m 28s
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Plugin features4m 26s
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