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

Welcome

- [Instructor] Hello and welcome to our 3ds Max: Substance to V-Ray Workflows course. My name is Brian Bradley, and I am really looking forward to working through the numerous options available to us should we want to use Allegorithmic's substance-based texturing tools when rendering with V-Ray in 3ds Max. In Chapter One of the course, we will be taking a quick look at just what we mean by the term "substance-based tools" and at how we can set ourselves up to use those with the 3ds Max application. In Chapter Two, we will demonstrate how we can use Bitmap to Material to create our materials from photographic assets. Now rather than looking at using the stand-alone application here, we will instead be making use of the Bitmap to Material node inside of 3ds Max's slide material editor. In Chapter Three, we will start to work with substance files themselves as we take a look at how we can export a substance from the designer application and then use that fully procedural texture setup to render with V-Ray and Max; bearing in mind, of course, that we will at that point still be able to edit our materials using both the exposed parameters of the substance itself, as well as by means of 3ds Max's material and map nodes. In Chapter Four, rather than looking at exporting a procedural substance file from designer, we will instead output bitmaps that can be used in V-Ray, showing how we can do this for both metal roof and spec glass workflows. We will also be taking a look here at how we can create a custom output channel for ourselves. Finally, in Chapter Five, we will again switch applications and this time take a look at using substance painter with V-Ray and Max; again, with the creation of both metal roof and spec glass outputs covered. If you are ready to get to grips with using Allegorithmic's substance-based tool set with V-Ray and Max, then let's get going and dive on in.

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