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Toolbag | Ecosystem and Plug-ins

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            1. Unreal plugin 5.3.2
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          3. Plugin Overview - UE5
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            1. Blueprint(UE5): Substance material parameters
            2. Blueprint(UE5): Dynamic Material Instance Skip to end of metadata
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          3. Plugin Overview - UE4
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            1. Blueprint(UE4): Substance material parameters
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              1. SubstanceRuntimeGraph Class overview
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        15. Scripting in Unity (Deprecated)
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        2. Importing a Substance
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    3. 3D Applications
      1. Maya
        1. Maya Plugin Release Notes
          1. Maya 3.0.1
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          19. Maya 0.9.11
        2. Substance in Maya Overview
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      2. 3ds Max
        1. 3ds Max Plugin Release Notes
          1. 3ds Max 3.0.2
          2. 3ds Max 2.8.0
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          10. 3ds Max 2.3.1
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        2. Substance in 3ds Max Overview
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        4. Using Presets
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          1. Modo 2.7.3
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          1. Add-on 2.0.0+
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        2. Substance textures in Maya
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      3. Arnold
        1. Arnold overview
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        1. Vray overview
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        1. Renderman overview
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        4. Redshift - Substance Painter
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        1. Maxwell overview
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        3. Maxwell - Substance Painter
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        1. Corona overview
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        3. Corona - Substance Painter
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        1. Octane overview
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      10. Keyshot
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      12. Maverick
        1. Maverick overview
        2. Substance Painter Integration
        3. Substance SBSAR Integration
      13. Toolbag
      14. Cycles and Eevee
        1. Cycles and Eevee overview
        2. Cycles and Eevee - Substance 3D for Blender
        3. Cycles and Eevee - Susbtance Painter
    6. Partnerships
      1. Substance 3D and Maxon One
      2. Substance 3D and Maxon One FAQ

Toolbag

This page show how to use the roughness/metallic outputs for Toolbag 2.

Toolbag supports both the specular/glossiness and metallic/roughness workflows.

Substance 3D Painter uses the metallic PBR shader as default, however, you can also use with specular/glossiness shader. This workflow will show how to use the metallic outputs for Toolbag 2. Toolbag supports the metallic workflow.

Download Example Scene

Export from Painter

  1. When using the default metallic PBR shader, we can export using the default Document channels + Normal + AO export preset. *Document channels exports Normal Map based on Project Configuration. Toolbag requires OGL Normal map. You can switch the Normal Format in the Project Configuration.

  2. Alternatively, you can create a custom export config that uses glossiness

  3. You can change the Normal Format to OpenGL before exporting. Edit>Project Configuration

Material Setup

  1. Set Reflectivity to Metalness

  2. Set Reflection to GGX

  3. Add the textures to the appropriate channels as shown in the following chart:

    Substance 3D Painter Texture
    Colorspace
    Toolbag Material
    Base ColorsRGBAlbedo
    RoughnesssRGB OffMicrosurface - Gloss - Click Invert
    MetallicsRGB OffReflectivity - Metalness Map
    NormalsRGB OffNormal
    Ambient OcclusionsRGB OffOcclusion

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Oct 14–16 Miami Beach and online

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The Creativity Conference

Oct 14–16 Miami Beach and online