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[Blender Market] SP2Blend: Substance Painter Shader now on BlenderMarket

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BlenderBrit's new SP2Blend allows you to load in Substance Painter textures and connect them to his Substance Painter shader. This is very exciting as it's the first real 'bridge' between Substance Painter and Blender!

Hi Guys,

Took a break from the free tutorials and tools to develop this solution for using Substance Painter with Blender. SP2Blend is designed to work with the standard metallic/roughness workflow that Substance Painter defaults to and, with a good lighting setup, allows for your Substance Painter creations to look exactly the way they should when rendered in cycles.

Simply load in the base color, metallic, roughness, MixedAO and normal_opengl maps, connect them to the shader, set all but the base color to use ‘non-color data’ then use the various options to tweak as required. It’s that easy.

I would like to thank cynicat pro for doing a lot of the hard work relating to fresnel and rim lighting and for sharing it with the community, if you haven’t already definitely check out the guys tutorials.

Also credit to Papa_Dragon for his Steampunk Spider which I used for testing, available on BlendSwap.

About the Author

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I founded BlenderBrit.co.uk in 2015 and have been providing free tutorials, resources and tools to the Blender community since then. All delivered with typically British self-depreciating humour and sarcasm :D

7 Comments

  1. Hi John, Though I've not purchased the pbr node you linked I am aware of it. From my understanding it is a generic pbr shader rather than one focused on Substance Painter. I imagine the same results could be achieved with either though more tweaking would likely be required. Honestly can't say though having not used it.

    PBR is still a very non-specific term at the moment, with no sort of standardisation. Even more so when talking about Blender. SP2Blend has been made with one purpose in mind, a quick and accurate importing method for Substance Painter.

    • "allows you to work with texture maps generated from dedicated material design software, such as Substance, 3D Coat, or Quixel." You product is cool, I just want to give credit to the SubstSubstance PBR node.

    • I'd like to thank John for giving me credit here; and weigh in. If you watch the demo video I released back in February for my PBR solution, I show the shader being used specifically to create textures in Substance Painter and then bring them back into Blender. The opening line to the description is "With the rise of PBR in the AAA game industry and Allegorithmic’s wildly popular Substance toolset, it’s about time someone created a simple solution for implementing PBR textures inside of Blender."

      I first created this solution late last year as a part of my workflow; I'd found Substance in the summer and been working with it over the months, loving how detailed it made my objects, it took my artwork to a whole new level... but I struggled to show off the textures and materials inside Blender. I spent the weeks learning, working, and creating this solution, and when I became an approved vendor for the market it was one of the first things I released to help others take advantage of Substance, a toolset I wholeheartedly recommend.

      Since it's release I've continued to update and refine the Shader solution, and add more features and improve the functionality and shader itself. So, I'd like to again thank John... it's a bit misleading to claim that yours is "the first" solution to allow people to take advantage of Substance. I have no problem sharing the space, market competition is healthy and honestly I'd just love to see more people use PBR techniques in Blender. I'd love to see the PxrDisney shader implemented by default in a future version of Blender, give people easier toolset and controls which makes material creation more intuitive and encourages people to keep learning and honing their craft. Until such time, CynicatPro (who I hadn't heard of prior to releasing my product) and Andrew Price both have tutorial series on PBR in Blender (though I agree with you that "PBR" is a generic term, and all our techniques are different), and I have had mine out since February... so... yeah. Credit where credit is due, my solution has always been focused on Substance and the Metal/Roughness workflow, and has been around for over 5 months.

      • I don't think any of these should have the word "Substance attached." This isn't even a substance plugin. Just PBR shaders. In true form, the "Disney" PBR shader Beta can also use substance textures.

        So you just have PBR shaders. That's it. Stop calling things Substance Shaders until you can actually bring in a substance, via the substance plugin, and change their properies on the fly by exposing perameters and importing an actual substance file. I have a bunch of free options, including watching the cynicatpro tutorials, which I have, and have my own pbr systems.

        So take that price tag down to maybe $2. It's really not worth the money at $10.

  2. Matt Heimlich on

    Got my hopes up thinking we finally had some way to tweak Substance procedurals within Blender like I do in my other 3D packages. I'll hold out hope for a proper app link.

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