The Substance outputs work natively with Octane. You can use the following Substance outputs and texture layer effect configurations.
- Create a Substance>Texture>Create Substance and set the mode to Unreal Material. Using Unreal material will allow you to view the texture in the Advanced OGL viewport.
- Create outputs for base color, metallic, roughness and normal.
- MODO uses OGL Normal maps. In the Substance properties, you need to change the normal direction to OpenGL.
- Load the Substance PBR preset. This preset is an Octane Override. Drag it into your shader group.
- Select the override and drag the Substance outputs from the Clip Browser into the Schematic View. Take the node with the filename output and connect it to the appropriate Input Node i.e. base color → base color.
- Hook up the rest of the Substance outputs
Substance Painter Export
In the export window of Substance Painter, you can export using the "PBR Metal Rough" outputs. MODO uses OpenGL orientation for normals and the PBR Metal Rough preset from Painter exports DirectX orientation. To get the correct normal, you can create a new export preset in Painter to include the OpenGL normal.
Rendering with Octane
- Import the exported images from Painter into the Clips browser. On the Image Still tab, set the roughness, metallic and normal Colorspace to Linear.
- Load the Substance PBR preset. This is a preset that contains an Octane Override.
- Drag the maps from the clips browser into the schematic view and hook them into the appropriate texture inputs.