• Global community
    • Language:
      • Deutsch
      • English
      • Español
      • Français
      • Português
  • 日本語コミュニティ
    Dedicated community for Japanese speakers
  • 한국 커뮤니티
    Dedicated community for Korean speakers
Exit
0

Maya to SD with ID color

Community Beginner ,
Sep 26, 2024 Sep 26, 2024

Copy link to clipboard

Copied

Good morning

 

I have an object with different types of materials. I assigned a different color to each part of this same object - which has UV - so that each of these parts would have a different material.

 

When I 'link' in Substance Designer, how can I make each part of this same object have a different material (or a different tree and still view it as a whole in the 3D viewport)?

 

I would like a tutorial on this, I can't find much on the internet.

TOPICS
Bakers , How to , Import & Export

Views

80

Translate

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines

correct answers 1 Correct answer

Adobe Employee , Sep 26, 2024 Sep 26, 2024

Hello @Jeronimo358652756mc1,

 

If your 3D scene has multiple materials set on a single model, then you may indeed assign a different Substance graph to each material.

 

It is best to keep graphs separated per material to minimize the recomputations required as you iterate on each material. It also makes your materials more flexible and reusable across projects.

 

Best regards.

Votes

Translate

Translate
Community Beginner ,
Sep 26, 2024 Sep 26, 2024

Copy link to clipboard

Copied

Jeronimo358652756mc1_0-1727375957143.png

 

Correct me if I'm wrong

 

1- My object was exported from Maya without any UDIM, just in a single layout and all the pieces in that layout;

2- I linked it to the SD and assigned a different color to each material I used as an 'ID';

So, can I work with different 'trees', different outputs and values ​​for each UV piece of a single object, in other words, each one with its own color, hbo, height, normal, etc. and, therefore, make each material unique (of course, depending on what you want with it), right?

 

On the other hand, what confuses me is that I could use a single tree, but I don't know how to 'separate' the faces that I assigned a material to in Maya, making them unique (with different outputs for normal, height, hbo, etc.).

I don't know if I explained it correctly.

Votes

Translate

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Adobe Employee ,
Sep 26, 2024 Sep 26, 2024

Copy link to clipboard

Copied

Hello @Jeronimo358652756mc1,

 

If your 3D scene has multiple materials set on a single model, then you may indeed assign a different Substance graph to each material.

 

It is best to keep graphs separated per material to minimize the recomputations required as you iterate on each material. It also makes your materials more flexible and reusable across projects.

 

Best regards.

Luca Giarrizzo | Quality Engineer, 3D & Immersive | Adobe

Votes

Translate

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Beginner ,
Sep 29, 2024 Sep 29, 2024

Copy link to clipboard

Copied

LATEST

Thanks for the answer 🙂 

 

 

Votes

Translate

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines