If you renderer is not supported by default, you can also create custom Output Templates. With Substance Painter, you can choose an Output Template that will create the appropriate map types needed for a given renderer. ![]() A Substance integration plugin will handle these conversions automatically if the renderer is supported. However, with Renderman's pxrSurface, the basecolor/metallic outputs need to be converted to diffuse and specular face color. ![]() When I switched from gpu CUDA to CPU i get color again. The speed is definitely there compared to my cpu. I am only getting black and white when it renders. Hello I'm trying out GPU rendering and I am running into a issue with color. Custom Substance materials or materials you download from Substance Share may not contain the appropriate outputs needed for a given renderer.įor example with Arnold or Vray Next, you can use metallic/roughness outputs directly. Vray for Maya GPU rendering IPR rendering black and white. There is a screengrab of the Color Management settings in the link that I sent. Depending on the renderer, you may be able to use Substance material outputs directly or you may need to convert the output textures. The exposure of some HDR maps are not correctly set and need adjusting in the skydome light (increase exposure 1 stop). ![]() It's important to understand the the workflow your renderer material supports. ![]() Substance materials provided in Substance Source contain outputs for Physically-based shaders and support both the Metallic/Roughness (default workflow) and Specular/Glossiness workflows.
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