Substance Painter Ultimate Bridge is a tool allow you to export the models to substance easily and import substance textures and create the shaders for any render engine, supporting naming shaders and masking ids on export and auto import multi-shaders all textures/UDIM's to the render engine of your choise.
UDIMS (and some new presets) 1.4
optional export mesh tools
Render Engines supported:
-Vray (PBR and Ref/gloss workflows)
-support UDIM's all render engines
-assigning standard materials for export (random colors)
-optional auto unwrap
-Export obj or fbx
-high poly id random colors for masking.
Importing shaders Featrues:
-Multi Render Engines
-multi material imort (batch importer)
-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.
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.
-Auto gamma correction overrides for all gray textures (can be edited in the preset turn true or false for each map type).
-adding color correction presets (can be edited in the preset turn true or false for each map type).
-shader importing all or selected
-Normal multiplier adjastable for all imported shader/shaders.
textures supported and naming:
normal uvs -no udims- export settings naming should be
"$textureSet_Diffuse",$textureSet_Normal , dont inculde "$mesh" in the
naming(meaning texture will be named "a_Normal")
-for udims: "$mesh_BaseColor.$textureSet" , $mesh_Normal.$textureSet(meaning texture will be named "a_Normal.1001")
Ref/gloss: maps supported(vray-corona-std presets): (Diffuse,Reflection,Glossiness,ior,Normal,Transmissive,Emissive,AnisotropyLevel,AnisotropyAngle)
PBR maps (vray metl/rough - Arnold -Redshift presets):
can add more in the presets -or mail me to request a preset .
UDIMS setup :
-for 2020 and above :
due to multitiles workflow changed in 3ds max
if the mesh named "x"so the map will be named : "x_Diffuse-1001","x_Diffuse-1002","a_Diffuse-1003" and so on.
so when exporting from substance :naming should be like "$mesh_BaseColor-$textureSet" , $mesh_Normal-$textureSet
the "-" workflow will work with any max version just make sure u have no "-" dashes on the naming.
-2019 and older :if the mesh named "x"so the map will be named : "x_Diffuse.1001","x_Diffuse.1002","a_Diffuse.1003" and so on.
so when exporting from substance :naming should be like "$mesh_BaseColor.$textureSet" , $mesh_Normal.$textureSet
-"-1001" naming should work just fine this way works with any presets any max version.
- the old multitile worflow ".1001" will work just fine in 2019 and older.
Released. (tested on max 2019 should work just fine in any version +2016)
-Random color standard materials for export
-added random color ids for high poly mesh (for masking in substance)
-added missing slots to vray-corona ref/gloss preset (Diffuse,Reflection,Glossiness,ior,Normal,Transmissive,Emissive,AnisotropyLevel,AnisotropyAngle)
-vray PBR metalic/roughness (BaseColor,Metallic,Roughness,Normal,Transmissive,Emissive)
-added Redshift presets (BaseColor,Metallic,Roughness,Normal,Transmissive,Emissive)
-support UDIM's (with max standard MultiTile to work with all engines)
-added scanline standard material preset ( Diffuse Specular Glossiness Normal Opacity Emissive)
-fixed presets gamma correction for some maps
Fixed max 2020 multitile (udim's)
new workflow is descriped above
--added some presets for Vray and Corona all ends with naming "_Height"
it will attach Height maps to additional bump maps with the normal map
all other old presets will work just the way it used to work
I'm mailing all my users the new updates, feel free to mail me for the latest version.
Future updates will be free for all clients containing will contain bug fixes if found
report any bug please
for full version it cost 30$ per license full version /technical support - updates .
Have Fun Texturing :)