From the course: 3ds Max: Substance to Arnold

Welcome

From the course: 3ds Max: Substance to Arnold

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Welcome

- [Instructor] Hello and welcome to our course where we will take a look at Substance to Arnold workflows inside the 3ds Max application. My name is Brian Bradley, and I'm really looking forward to working through the numerous options available to us should we want to use algorithmics substance-based texturing tools when rendering with Arnold in 3ds Max. In Chapter One of the course, we're going to take a quick look at what we mean when we use the term substance-based tools, and then see how we can set ourselves up to use these inside of 3ds Max. In Chapter Two, we will look at using bitmap to material to help us quickly and easily create materials from photographic assets. Now, rather than looking at the standalone application here, we will instead be making use of the bitmap to material node inside 3ds Max's material editor. In Chapter Three, we will start to work with substance files themselves as we look at how we can export a substance from the Designer application, and then use that fully procedural texture file to render in Arnold and 3ds Max. Bearing in mind, of course, that we will still be able to edit our material inside of Max using both the exposed parameters of the substance itself, as well as by means of Max and Arnold's own material and map nodes. In Chapter Four, rather than looking at exporting a procedural substance file from Designer, we will instead look at outputting bitmaps, as well as taking a look at how we can create a custom output channel in Designer should that be required. Finally, in Chapter Five, we will again switch applications and this time look at using Substance Painter with Arnold and 3ds Max. Again, making use of its ability to produce bitmap outputs specifically for use in the Arnold engine. If you are ready to get to grips with using algorithmic substance-based tool set using the Arnold render inside 3ds Max, let's get going and dive on in.

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