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Okay, after rendering with IRAE, it's time to export the textures and go for the Marmoset.
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But before this stage, let's continue our discussion about post effect in Substance
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Painter.
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When you activate post effect inside display setting for rendering the stage, you need
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to know about this fact.
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The post effect, it's not just only for rendering with IRAE.
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It could be active for display itself, but it's going to give expensive processes on
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your GPU.
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So be aware of that.
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But for example, you want to have the top field on the viewport, as you can see, or
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any kind of setting that you have in post effect.
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But we are focusing on the top field right now.
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It's not a good way when you want to change the focus distance.
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with this slider. So you need to have some shortcut for that and the shortcut is Ctrl
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middle mouse button and you can have the DOF in the viewport and you can see what's happening
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exactly on your surface and focus on some area. So let's go back. I want to add some scratches
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on the surface. For this kind of effect we can create a fill layer and let's call it scratches
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and I'm going to add a black mask for this layer and let's add fill layer and in the gray scale
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I'm going to search about scratches and we have so many map and grunge in the Substance Painter.
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We can use them as a base fill layer or gray scale.
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to creating scratches. You will see in the project we are going to use many of them.
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But from this point of view you can use these scrunches inside TomSaws Painter or you can search
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in the Google, find for example a nice and great scratches map and use that inside here.
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Okay, so let's add one of them. Yeah, for example, this scrunch, dusty scratch, I think it's good.
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Okay, let's go to the mask itself. Let's bring up the tiling. Okay, yeah, it's good actually.
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Let's increase the contrast and increase the balance and we can increase tiling amount
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inside the map itself. Okay, that's good.
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Let's add another fill layer with the scratch grunge, but a different one. For example,
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grunge scratch generator. Okay, let's bring up the tiling amount. Yeah, it's good.
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And when you add a fill layer and the blending mode is normal, they are not going to add to each
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other. They are going to override each other. And the priority is for the top layer. Okay,
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so let's change the blending mode to something like linear dodge. And as you can see, we are
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going to add this grunge to the grunge that we have before. Okay, let's go add another fill layer.
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And I'm going to load a pearly noise.
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okay and I want to subtract the white area inside the Perlin noise from the
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map or the maps that we have before the Perlin noise. So in this way I can give
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some variation and more realistic look to the scratches. So let's change the
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blending mode to something like subtract. Okay let's invert it. Let's play with
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the scale. Okay like this. Let's play with the balance. Okay now this is more
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natural compared to this one. Okay that's it. We can play with the disorder like
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this and I think it's okay and we can use a filter
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like a warp for example to avoid the generic form of the grunge and the warp filter can make
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variation inside the data that we have. Okay so let's play with the intensity
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as you can see yeah okay let's go back to the layer itself and I'm going to keep color I need height
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I need roughness and I need metallic that's it and let's go and disable the active post effect
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okay and we can set a negative value for height
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like this. It's too much actually. Let's bring down the height effect and I
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don't want to have roughness value inside the scratches. That's it and we
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can play with the color, make it darker or white but when you scratch something
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on the surface you can find a more brighter color from the inside.
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So the inside layer usually they are more brighter than the surface itself.
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So yeah I think it's enough, it's good. That's it and let's add a paint layer.
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and let's call this paint layer sharpen. So I'm going to collect all the data in
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base color to single layer. And how can I do that? With changing blending mode to
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pass through. So basically I'm going to collect all the data from this layer, blue
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that's the sharpen layer, and the data that we are going to collect and store
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in this layer is related to the channel, the base color channel, because we are
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just changing the blending mode to the pass through for the base color. And if we
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change all the blending mode in sharpen layer to pass through.
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For all channel we are going to collect all the data related to all the channel
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from blue layers inside the sharpen layer. And it's not matter that we have fill layer
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or paint layer. We just need to change the blending mode from normal or anything else to pass to
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collect the data. So when we have all the data from base color channel to one layer
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what we can do? So we can add a filter for example and use a filter to edit the data.
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I'm going to use sharpen filter for the base color and as you can see it's going to affect
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on all data.
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from the layers below them. Okay, so the question is, is it going to affect on
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just color or any data channel that we turn on here? The answer is it's related
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to the blending mode. If we turn on or change the blending mode for height,
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roughness, metallic channel from normal or anything else to pass through, yeah,
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it's going to affect on them but if we didn't do that it's not affected. Okay, so
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let's decrease the sharpen intensity to something like 0.3 and yeah it's okay
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it's perfect and let's export the texture from Substance Painter and render
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this model with the material that we create inside Substance Painter in Marmoset Toolbag
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as a real-time engine. So for exporting texture we need to go to File, Export Texture
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and now we can choose a path or directory for exporting texture. We can choose a template
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for the texture that we want to export. We can select the type of the texture that we want to
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have. For example we need a JPEG, we need PSD, TIF, Targa or anything else that we should or we can do
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in the list and we can select the bit depth of the texture and we are going to use 8 bit plus dithering
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for most of the project or 16 bits and the png is okay for me and the size it's very important
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this is the final resolution that we could export from Substance Painter. Okay for example we are
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working on the viewport with 2k resolution and everything is okay and we need 2k resolution
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so in here we should just select 2k for output but in the most of the project we are going to
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export the textures in 4k resolution and we are not touching the padding setting here
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and after you choose template in here for example you are going to export texture from Substance
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Painter to CryEngine
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for Corona Render Engine in 3ds Max, for Blender for RNOR, or for example for Unreal Engine,
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you can do that. And after checking the template that you want, you can go to the texture set list
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and you can change the setting related to the template, file type, size, and padding option
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for each texture set separately. For example, you have three, four, five texture set in your project
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and you want to, for example, the first one you need 4k for the output and the rest of them
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should be on 1k. Okay, so you can do that in here for each texture set. You can change the setting
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and actually you can use the list here.
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to control for each texture set which texture should be exported.
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For example, in the pot texture set I don't want to export the base color
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so I can go here and uncheck base color, that's it.
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But we need all of them and this is the setting that we have in Export Texture.
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We are going to use Marmoset Toolbag and it's better to use Unreal Engine format for Marmoset
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and we are going to use that a lot.
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Okay, so let's set a path for this and let's press on export.
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You can save setting before exporting and after closing and opening file in the project
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you have the setting on the Export Texture window.
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So, let's export and as you can see, we export all the texture that we want to the path that
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we set and you can see which texture is exported.
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Okay, now we are in Marmoset Toolbag and we are going to learn how to use Marmoset Toolbag
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as a render engine for our project.
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So using Marmoset Toolbag, it's very easy and we just need to load our model inside
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the software and we can do that with File, Import and just select any FBX file that we
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need.
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And now I'm going to load the FBX related to the part, as you can see, and
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rotating, zooming, and panning inside Marmoset Toolbag, it's very similar to
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Substance Painter. With holding Alt and left click on the mouse, you can orbit
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around the model. With holding Alt and right click, you can have slide zoom, you
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can have a step zoom with the scroll button on the mouse, and you can pan
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with Alt and holding middle mouse button. Okay, so this is how we navigate inside
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Marmoset Toolbag, and we can just create a material in the material window, as you
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can see, with plus sign, and we can rename it, for example, Substance Part Material,
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and we can add this material to the model.
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We just click and drag and release it in the viewport or we can just give the fx file material.
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Okay, let's load the texture inside Marmosetoolbag. For albedo we need to load
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the base color texture. We can do it with two different methods. We can click on this icon
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and we can go to the path that we export the texture and select the texture that we want
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and press open and boom it's loaded on the model and material or we can open the folder inside
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Windows Explorer and just click, drag and release the texture inside the input area.
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Okay, so with these two different methods we can set up our
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material inside Marmoset Toolbag and the Marmoset Toolbag normal format as a default is OpenGL
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and when you export the texture from Substance Painter and the normal format is DirectX
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you just need to click on Flip Y, okay, and when you find out you need to press Flip Y
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when everything is like inverted inside Marmoset Viewport, okay, so if you don't know what is the format
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you export from Substance Painter you can just play with the Flip Y two or three times and
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compare the result together and that's one give you more correct feel it's a correct format of
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the normal, okay, so what's about the roughness?
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metallic and ambient occlusion. In Unreal Engine 4 template, we combine
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these three textures in one single image, okay? If your image is grayscale,
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you have just only one channel inside your image, the grayscale value 0 to 1, black to white,
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okay? But when you have a color picture or color texture, you have four different
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channels, R as a red value, G as a green value, B as a blue value, and A as alpha value.
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And you can see the color
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inside the texture or even in your monitor with combining the data in R, G
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and B. Okay so when we are exporting with Unreal Engine template we are going
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to combine all the data inside different channel and we just have a single image
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a single texture and we can use it in many input of our material. For example
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inside the pot material
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we have a texture here and let's load this texture to the roughness and let's
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open this texture in viewer. Okay and when we
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turn off all the channel and just keep the red channel as you can see this is our ambient occlusion
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data. Okay and when we go for the green channel it's like the roughness data that we create
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inside Substance Painter and when we go to the blue channel here it's just metallic data that
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we create. So when we turn on all these three channels as you can see we have a very colorful
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texture and it's not going to play the part of the material as itself it's going to be split
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as per channel and we are just using this texture inside all the input and change the
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channel from red to green.
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for the roughness value from red to b for the metallic value and we can use ambient occlusion
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for red channel. Okay, so this is the result that we have as you can see.
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Okay, and we want to render this part inside Marmoset Toolbag. So, we need to set the render
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setting, we need to create a camera, we need to create light and modify the light position,
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the intensity to create a great result. Okay, so let's go for these steps in the next video.
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