Please don’t forget to turn on the subtitles, if necessary. Hello everyone! With you – Andrew Krivulya Charly And today we’ll talk about how to get full-fledged PBR material in Substance Alchemist from one non-tiled texture Import it into 3ds Max by using Substance Plugin Render in Octane Render and get such a result. Enjoy watching! So, to create a metal PBR material – I will use this texture. The link to which I will leave in the attached comment. By the way, on this page – there is already a ready tile … But our task is to create PBR material with tiled textures from any non-tiled picture. And check the possibility of creating such textures in “Substance Alchemist” Therefore, we download a non-tiled texture in the maximum resolution that is available to you. And open the “Substance Alchemist” As soon as you open it, we immediately go to the “Create” tab And in this window we drag the downloaded texture. After that, a window with three actions to choose from will appear in the “Substance Alchemist”. Select the first one which named “Bitmap to Material” Thus, you will already receive ready-made PBR material with this texture. But naturally, you need to configure it and apply different filters to achieve the desired result. First of all, we need to configure the main layer which named – “Bitmap to Material” To do this, click on this icon to open all its settings. In “Surface Type” – select “Metalic” Since we create a metal surface. “Surface Scale”=5m, and “Height Scale”=3cm I think that will be enough. Next, open the “Height” tab And we configure different parameters – to achieve a result. Which you will like. For example, I like this result. By the way, to change the position of the light source – just hold Shift + right mouse button And then just move it. Also, if you don’t like the default HDRi – click on this icon and change it in the “Environment” tab I usually choose “Glazed Patio” since I really like this HDRi. With the lighting that it gives – it’s very convenient to adjust the metals. But if you wish, if standard HDRi don’t enough for you, you can load your own by using the “Load Environment” button Below you can adjust its exposure, and even lower – make shader settings. I usually put the maximum number of samples for the best result and turn on tessellation. To visually see the all changes to the “Displacement” settings After you set up “Height” Go to the “Roughness” tab And customize the glossy or matte glare. And even lower – you can configure the “Ambient Occlussion” Again, when you are satisfied with the “Roughness” and “Ambient Occlussion” settings, you can return to “Height” again and experiment with its settings to achieve the result that you like. Then, to remove unnecessary shadows and all sorts of details – assign the modifier “Equalizer” It is with the help of this filter – you can align the adjust with light and shadows. Thus, you will remove everything more impoverished from it – changing the radius settings and due to this – “Displacement” will become more correct. Of course, you can enable the option “Keep Local Differences” and then configure tiling itself in another filter. If you don’t want to lose too much details. I think to leave this option enabled for now. And by the way, with the “Advanced” option, you can configure each slot of the PBR material separately. That is, open the tab related to a specific slot Turn on the option “Override Common Parameters” And set up this layer separately. Here, decide for yourself what you like best. For visible borders of tiling – you don’t have to worry, as this is easily fixed by the next filter “Tiling” As soon as you assign it, you will immediately disappear all visible seams. Here you can change the Tiling settings by using the “Tile” option and see how the texture will be tiled. Also, you can configure “Smart AutoTile” – setting the desired resolution of the texture. And below – visible borders are already configured. That is, here – you can fight with them and achieve perfect texture tiling. The settings are quite simple, so – I won’t talk about them in detail. Also, in the right window – you can move the boundaries of the contour square and with this action change the visual appearance of the tile. That is, thanks to this filter, a tiled texture can be obtained from any photo. And then – you can assign the “Adjustments” node And with the help of it – configure a different parameters. For example, increase the sharpness of Albedo, adjust – Hue, Saturation, Brightness, Contrast and the force of influence of the all these settings on the main color. Below in the “Reflection” tab – you can adjust the contrast and intensity of reflections. And then, in the “Height” tab make adjustments to the “Displacement” layer. And even lower – you can adjust the “Ambient Occlussion” Further, after you are satisfied with the result of the settings of the main material … You can add dirt, paint and various interesting filters on top of it. For example, this is what the Dust layer looks like. With the help of which – you can get dust and dirt of different colors. Also, I really like the “Paint” layer and what happens as a result of applying it. And of course – you can apply rust on metal. And in any such effect, if desired, you can load your mask and enable various additional parameters. So, as a result of the all operations – from a regular photo, you will receive a full-tiledPBR material of metal with rust. Or some other. Moreover, each layer can be opened again and change its settings. For example, change “Roughness / Glossiness” again and get another metal. Also, you can check the all slots of this PBR material in order to check the final result. After you are satisfied with the result – save the material by using the “Save your Material” button Write the name. And indicate to which collection we want to store this material And click “Save” Then we proceed to export the material. To do this, click on this button and click on “Export Current View” As a result, settings will appear in which you can configure which textures will be exported and in what format. In this case, select Substance Archive in the (.sbsar) format Specify the file save path by using the “Destination Pass” Set the maximum resolution and click “Export” After export – you can open the folder with the exported material. Now we need to install a special plugin to download this format in 3ds Max. In order to install it, follow the link in the attached comment and download the desired version for your 3ds Max. I will use the 2020 version. After installing the plugin in “3ds Max” – you will see the “Substance” menu. And in the “Material Editor” two maps will appear – “Substance” and “Substance 2” We will use the second. So, we create this node, double-click on it to open the settings and click on the “Load Substance” button After that we select our exported file. As a result, Substance will create the all slots that can be connected to the Octane Universal material. Of course, you can use the menu and select “Substance To …” and the renderer which you need. But I want to warn you right away that Allegorithmic hasn’t yet updated the converter for the new Octane Therefore, if you select “Substance to Octane 3.06”, you will have created the old node system, with the old method and materials. Indeed, in this lesson – I use the latest version of “Octane Render” and want to show how to work with the new “Octane Universal” material. Therefore, this converter isn’t suitable for you. By the way, it was thanks to the “OTOY” and “Allegorithmic” Support Team that I understood how to connect the “Substance” to the “Octane Universal” material. Because if you just try to connect its slots to “Octane Universal”, considering this an obvious point, you won’t succeed. Naturally, without knowledge of the features of loading textures in Octane Render materials. For everything to work as it should – you just need to create a “RGB Image” node for the each slot. In the “Substance” settings, set the maximum resolution to 8K, since Substance is a procedural material. And even though we exported 4K due to the “Substance Alchemist” restriction In 3ds Max – You can use this resolution and get better quality than in 4K There are no other material settings yet. But “Allegorithmic” promise to add parametric functions in the future. Like regular .sbsar files that can be downloaded from “Substance Source” So, let’s add some “RGB Image” nodes to connect the “Substance” material. We create one node and clone it four times in such a way that the “2D Transformation” node is common to all. That is, we just select the “RGB Image” node and create the clones with the “Shift” key pressed. Then just connect each Substance slot of the material to these nodes And in turn, connect them to the “Octane Universal” material. The only thing you should consider is that for the “Height” slot in the “Substance” material – you need to create an additional “Octane Vertex Displacement” node, so that everything works correctly. Also, once again, clone the node – “RGB Image” and connect the “Specular Level” to “Specular” Next, let’s clean up the nodes a bit so that there is no such chaos. To do this, just click on this icon. Thus, the position of the nodes will be more accurate. Then create the usual “plane” 5 * 5m And we assign our material to it. After that – create “Octane Sun” and run “Octane Render” to see what happened. Further, in the material settings for “Roughness”, “Metalic” and “Normal”, set the value of “Gamma”=1.0 And change the tile texture in the “2D Transformation” node or the settings of the “Substance” node. To do this, reduce the value of the parameter “Scale” For example, make it equal to “0.5” After that, we make such settings in the “Vertex Displacement” node. And we get such a result. If you like rounded corners, then stop here. If not, then just add the loop edges through the Insert Loop by using the Ribbon Tools After that – you will have accurate angles on the render. That is all I wanted to tell in this lesson. Thank you for watching and I wish you a good mood. Peace for everyone!