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Viewer and MDL Settings | Substance 3D Painter

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        6. Impossible to use the ALT keyboard shortcut on Linux
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    6. Workflow Issues
      1. Export Issues
        1. My exported opacity map is totally black
        2. Texture dilation or Padding
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        1. Normal map looks incorrect when loaded in layer or tool properties
        2. Paint Tool bleeds on other UV islands
      3. Project Issues
        1. A project has been processed as a text file and is now corrupted
        2. Loading files from a network
        3. Preserve brush strokes setting stays disabled
        4. Projects are really big
      4. Library Issues
        1. Thumbnails in the shelf look incorrect
        2. Error when importing a Font
      5. Viewport Issues
        1. Mesh faces disappear when looking at them from behind
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        1. Substance Source plugin doesn't load
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    2. Shader API Reference
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      3. Libraries - Shader API
        1. Lib Alpha - Shader API
        2. Lib Bayer - Shader API
        3. Lib Defines - Shader API
        4. Lib Emissive - Shader API
        5. Lib Env - Shader API
        6. Lib Normal - Shader API
        7. Lib PBR - Shader API
        8. Lib PBR Aniso - Shader API
        9. Lib Pom - Shader API
        10. Lib Random - Shader API
        11. Lib Sampler - Shader API
        12. Lib Sparse - Shader API
        13. Lib SSS - Shader API
        14. Lib Utils - Shader API
        15. Lib Vectors - Shader API
      4. Parameters - Shader API
        1. All Custom Params - Shader API
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        3. All Rendering States Params - Shader API
        4. Layering Bind Materials - Shader API
        5. Layering Declare Stacks - Shader API
      5. Shaders - Shader API
        1. PBR Material Layering - Shader API
        2. PBR Metal Rough - Shader API
        3. Pixelated - Shader API
        4. Surface Shader - Shader API
        5. Toon - Shader API
  13. Release notes
    1. Release notes overview
    2. All Changes
    3. Version 10.1
    4. Version 10.0
    5. Version 9.1
    6. Old versions
      1. Version 9.0
      2. Version 8.3
      3. Version 8.2
      4. Version 8.1
      5. Version 7.4
      6. Version 7.3
      7. Version 7.2
      8. Version 2021.1 (7.1.0)
      9. Version 2020.2 (6.2.0)
      10. Version 2020.1 (6.1.0)
      11. Version 2019.3
      12. Version 2019.2
      13. Version 2019.1
      14. Version 2018.3
      15. Version 2018.2
      16. Version 2018.1
      17. Version 2017.4
      18. Version 2017.3
      19. Version 2017.2
      20. Version 2017.1
      21. Version 2.6
      22. Version 2.5
      23. Version 2.4
      24. Version 2.3
      25. Version 2.2

Viewer and MDL Settings

Environment

Identical to the regular viewport, the environment map used in Iray will control the lighting.
The environnement map can be changed by clicking on the button or by drag and dropping an HDR texture into it.

  • Environment Exposure : Control the exposition level of the HDR environment map.
  • Environment Rotation : to shift the environment texture and rotate the lighting around the scene.
Note:

Iray being a physically based renderer, the environment texture will greatly defines the lighting and the look of your scene.

Dome

The dome is the shape on which will be projected the environnement map in the background.
3 types of dome are available, to use depending of the scene :

  • Infinite Sphere : The environnement is project in the background on a sphere to simulate the horizon, so always far from the scene
  • Sphere : The environnement is projected on a regular sphere, that can be scaled
  • Sphere with ground : Similar to the previous shape, this one also has a control to flatten the bottom of the sphere to simulate a floor.
Note:

The Sphere with ground has a control to define the size/radius of the floor, however a big radius will create distortions on the environment.
Depending of the type chosen, the lighting can be affected.

Additional settings are available:

Setting Description
Radius The size of the sphere (if not infinite)
Texture Scale How much the texture will be stretched for the Sphere with ground type.
Clear Color If enabled, replace the background image of the environment map with an uniform color. This will affect the lighting.

Ground settings

The ground settings allow to specify where a floor is located.
By default the value is set to fix the bottom of the bounding box of the scene.

Setting

Description

X, Y, Z value

Define the location of the floor on the three axes.
The 0,0,0 value corresponds to the middle of the scene's bounding box.

Reflectivity

Defines the intensity and the color of the ground reflection.
A white brightness value means that the ground is 100% reflective while black means not reflective at all.

Glossiness

Defines how glossy (or rough) is the reflection.

Shadow Intensity

This parameter defines the final opacity of the shadow after the lighting has been computed.

Visible from below

Defines if the ground is visible from below or not. If checked, it means that the ground will occlude any element above it.

MDL and Shader parameters

Iray use MDL to define the materials used for the rendering of an object. For more information, see the official Nvidia page of the format .

By default in Substance 3D Painter, an MDL is associated with a GLSL shader, allow to switch between the regular viewport and Iray without having to configure anything.
The parameters of the MDL are then displayed in the bottom of the viewer settings. Below are the parameters of the default MDL (Compatible with the PBR Metallic/Roughness shader).

Note:

To load custom MDLs, a custom glsl shader is required.
In the shader, some metadat can be added to specify the mdl path :

//- Declare the iray mdl material to use with this shader. //: metadata { //:   "mdl":"mdl::alg::materials::physically_metallic_roughness::physically_metallic_roughness" //: }
  • mdl : define the Iray mdl material to use with the shader. The path syntax is as follow: mdl::folder1::folder2::mdl_filename::material_name where folder1::folder2::mdl_filename is the path inside one of your shelf mdl folder to a mdl file and ::material_name is the name of a material declared inside this mdl file. (ex: "mdl" : "mdl::alg::materials::physically_metallic_roughness::physically_metallic_roughness")
Note:

For each Material Instance in a project a MDL will be set. Therefor to separate the materials properties between Texture Set, set new Materials instance to configure spearately the MDLs.

The default MDL of Substance 3D Painter supports the following properties:

Setting

Description

Emissive Intensity

Multiplier of the Emissive channel. A high value will start to emit light.

Refraction

Controls the amount of Refraction.

IOR

Defines the index of refraction of the material.
Note : Air = 1.0, Water = 1.2, Glass = 1.5.

Scattering

Controls how much light is scattered through the surface.

Absorption

Controls how much light is absorbed through the surface.

Absorption Color

Simulates shifts in color when light passes through the surface.

 Adobe

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