Over the last few days I have been experimenting with various settings and parameters to optimize the workflow from Substance Painter’s PBR (Physically Based Rendering) shader engine to Blender 3D’s non-PBR – but very powerful – Cycles Render engine. Why might you want to do this you may ask?
Well, by using Substance Painter you can create quick, but highly detailed textures; textures which, are often limited to PBR game engines and turntables. What if I want to put them into my ‘photoreal’, Blender 3D VFX workflow? Well, this is what my experiments have sort to find out and perfect; somewhat.
I have recorded my findings in a fairly long, but hopefully interesting discussion/demonstration that I am hoping to post in the next few days.