In this video, I’ll show you how to work around some issues that you might find while working with the ZBrush compositor plugin and the Substance Painter workflow.
When using the ZBrush Compositor plugin, it’s important to remember that the workflow consist of a series of 2D maps (BPR renders) being projected on a single-sided plane with displacement. This process creates a convincing effect that displays the 3d volumes. However, there are certain features in Substance Painter that might not behave how you expect.
In the video tutorial from this guide, I go over a simple fix to remove some ‘artifacts’ from the texture as a result of the tri-planar projection.
If you are familiar with the way substance works with tri-planar projection, all you need to do is turn it off in the layers/generators/masks that use this property so that the projection is done based on the UVs.
Once you send your ZBrush canvas to Substance Painter you can use any of the tools available in there. One of the great advantages of the ZBrush Compositor workflow is that it allows you to play with the light since it will react to the volumes of the mesh thanks to the displacement feature in Substance Painter.
The HDR images are great to test the consistency of the textures and you can actually produce a very cool render just from the substance viewport. However, if you don’t export the textures to continue in a different renderer, you are limited to the HDRIs.
A very cool alternative to create additional lights and further enhance your Substance Composite, is to use the ‘Light generator’.