To create a custom preset, Substance Designer is needed.
The creation of custom preset respects the same rules as creating a custom filter for Substance Alchemist. Documentation here.
Creation of the graph
Open Substance Designer and create a new Substance.
Open the graph properties and fill the following mandatory information:
- Label: Enter the name of your custom preset that will be used in the Substance Alchemist interface
- User Data: alchemist::type=filter
Definition of inputs and outputs
The inputs represent the material channels you want to transform before the export.
Create Input Color node (or grayscale) per material channel and add a usage in the attributes to each input node to ensure the connection is made between your material(s) and your custom preset.
Example: Definition of the Base Color input
The outputs represent the result of your texture export.
Create Output node per texture and add usage and a label in the attributes to each output node. The label will be displayed in the Channels list in the Exporter window and in the name of your texture file.
Example: Definition of the custom texture Color Opacity
Example of channel packing and channel conversion
Packing of 3 grayscale channels in one RGB texture:
Channel conversion from PBR Metallic/Roughness to PBR Specular/Glossiness:
In Substance Alchemist, you can import your custom preset directly in the Export window. Open the preset drop-down list and click on: Import presets
You can also click on Manage presets and at the bottom of the window, you have an Import Preset button.