


If the mesh named "x"so the map will be named : "x_Diffuse-1001","x_Diffuse-1002","a_Diffuse-1003" and so on. ĭue to multitiles workflow changed in 3ds max (BaseColor,Metallic,Roughness,Normal,Transmissive,Emissive)Ĭan add more in the presets -or mail me to request a preset.

PBR maps (vray metl/rough - Arnold -Redshift presets): Ref/gloss: maps supported(vray-corona-std presets): (Diffuse,Reflection,Glossiness,ior,Normal,Transmissive,Emissive,AnisotropyLevel,AnisotropyAngle) for udims: "$mesh_BaseColor.$textureSet", $mesh_Normal.$textureSet(meaning texture will be named "a_Normal.1001") for normal uvs -no udims- export settings naming should be "$textureSet_Diffuse",$textureSet_Normal, dont inculde "$mesh" in the naming(meaning texture will be named "a_Normal") Normal multiplier adjastable for all imported shader/shaders. adding color correction presets (can be edited in the preset turn true or false for each map type). Auto gamma correction overrides for all gray textures (can be edited in the preset turn true or false for each map type). Whats really special about this Tool is Editing or adding presets is very easy to match your needs or workflow, presets are separated text files. Smart (&open to edit presets) can support any render-engine or any Texture/shader painting app or any export presets out of substance or even another texture painting app. Don’t be afraid to really push those values to see if that’s the issue.-assigning standard materials for export (random colors) Select your SG node and then middle mouse drag and drop the displacement file into the Displacement slot on the SG.Īlso, depending on scene scale, you may need substantially higher or substantially lower height values. Making sure you have the correct map selected in the hyper graph My advice is to delete the file node and the connecting displacement node in the hyper graph and start over by: All the setting under the Arnold dropdown, such as catclark, height, etc, look right. Are you sure you’ve hooked up the correct map?Īlso, under your pCylendarShape7 tab, unless it’s auto generated, you shouldn’t need to mess with any setting under the general Displacement dropdown. One thing I noticed is your displacement map seems to shaded of brown/green. Hmm, seems like you’ve done a lot of correct things here.
