Probably silly, but is there a way to export from Studio to Substance Painter...
SnowSultan
Posts: 3,776
in The Commons
I haven't really done any testing to see if this is possible yet, but I thought I'd just ask before putting too much time into something that probably can't be done. Is it possible to export a figure or mesh from Studio and have it import into Substance Painter with all of the surface settings carried over (like loading with the diffuse and normal maps already set, etc)? Normally I'd asssume this isn't possible, but since they both use Iray and users can create custom shader setups in Painter, I wondered if there might be a way to do this.
Thanks for any information.

Comments
no. I have to set things up and then ...
export from DS.
import in SP.
export SP
Photoshop as needed.
import/apply in DS
You left out the part about doing the Hokey Pokey and shaking it all around... 'cause that's what it's all about. :)
OK, let me ask this then; how do you export any other maps besides diffuse and opacity when exporting from Studio? When exporting a figure, I told it to collect the maps in a folder, and the only ones that ended up in there were the diffuse maps and the eyelash opacity map.
T'would be nice if it did, but I haven't found any export format in DS that does more than color diffuse & maybe a bump or opacity map, but that's it. That being said though, I eventually worked out a routine that works well now taking FBX or OBJ's from DS into Lightwave.
I have the Exported files written to a Work folder. Once I've simply opened up the file & saved off to Lightwave format, you'll see that there's a Maps folder from the OBJ (that's what the .mtl file reads), or both a .images and .fbm folder from the FBX. They're redundant though so you can toss either unless you've reason to open the FBX again. Anyway, I gather all the files & folder and move to where they'll live for your non Daz app. I rename the image or maps folder to that of the object or character so it's easy to recognize when I go to make the PBR node connections. Lightwave will find those if the objects folder & Maps folder are under the same Scene folder.
I then open the maps folder & look at whats there. For example with one of the AM critters I've a brownbear_1001_basecolor.jpg. I then use a free utility available here http://www.nirsoft.net/ called complexly enough, Search My Files. I then search my Daz 3D/ structure with the search term of brownbear_1001*.* and this find where the rest of the files are. A Ctrl-P will copy the path of a selected entry. Now open two copies of File Explorer; one to the recenlty renamed Maps folder, the 2nd one paste in the path info, backspacing to remove the file name you just want the folder, Select what you need (sometimes there are varaiations) & copy them over to your maps folder, skipping the exisitng few.
With the Brown Bear exampe, I only get a Bump, Glossiness & Roughness additional. Gen8 figures will have 5-6 depending.
Rinse & repeat for each item in your scene that you exported.
The maps are now assembled in one spot, but from there your kiinda on your own. I've 3rd party tools in Lightwave that I can make the PBR node connects. I know the author has other bridges & works with Octane & Substance Painter so if you see OD Tools, check them out.
I don't think the maps change when you export. You can find the folder with the texture maps by hovering the mouse over any image in the surfaces pane -> editor tab - surfaces. Then import them into Substance Painter - I assume one at a time. Many of the textures will use a naming convention with the type of map spelled out or abbreviated. B = Bump, N = Normal, etc. The diffuse maps may not have a suffix. There's not a set pattern across vendors
Examples:
\Runtime\Textures\DAZ\Characters\Genesis8\Victoria8>
Victoria8ArmsB_1004.jpg
Victoria8ArmsD_1004.jpg
Victoria8ArmsSSS_1004.jpg
Victoria8ArmsS_1004.jpg
Victoria8_Arms_NM_1004.tif
\Runtime\Textures\Luthbellina\Pastel Goth Outfit>
PGJacket_Black_albedo.jpg
PGJacket_Black_gloss.jpg
PGJacket_Black_metalness.jpg
PGJacket_Black_normal.jpg
PGJacket_Black_specular.jpg
Kande is organized into folders:
\Runtime\Textures\Crocodile\Kanade>
Base Color
Bump
EyeColor
EyeShadow
Lip
Normal
Roughness
Spec
SSS
Kanada8Eyelashes_1001.jpg
Hi. The OP is actually a good question given that PBR-materials have been around for a while now, and there could be some streamlining of formats taking place. Not sure it's that streamlined yet. So, it would require some kind of an exchange program to be made to account for all the little details that make up texture variances.
Unless there is some innovation have missed, this leaves a manual process, like Lyoness does, or the others have suggested too.
Like anything else it takes time to make such an import/export tool and then maintain it.
What I do is find the character textures I want to work with in the DS Content library, and right click any texture, and select browse to file location.
There you will should find ALL the "base textures" or also referred to as "base materials" in one folder already (should be 100% of the time, but ya never know).
The daunting part if you have not worked with all the texture layer options before is understanding what does what exactly.
Adding to the fun is that there are parameters in DS to modify these base textures (and are also stored in your duf's.) You would need to get those settings into your 3D painting app, and hopefully they display the same as well?
winmath's cross section of examples is a nice overview of the variability I found too while looking at the textures PA's have made.
Looks confusing, but really it comes down to what was know as diffuse (D) (now albedo or base in PBR, though there is more to that vs diffuse), SSS setings etc, (S)pecular (or metalicity & roughness), opacity, normal (NM or N), (B)ump, displacement and of course LIE stuff ontop. In that breakdown, there's kind of a mixup between older style texturing and newer PBR materials going on.
Only reason posted that quick (prbly not 100% complete) overview is just to show the layers you would have to figure out. Bit of a time investment is what am trying to say.
If you have something specific in mind feel free to send me a DM, and maybe I can try to help.
Thanks to everyone who's responded, seems there just isn't a way to get materials over easily unless there's a bridge or specified compatibility. That's OK, and I know how to find the remaining images from the file location button, but it's odd that an exporter wouldn't just collect every texture map that's been assigned to the figure. I would expect it to collect everything, even maps that you might have replaced in that session, rather than only the diffuse and opacity ones and leave the height, normal, and glossy ones behind.
Would be amazing to be able to paint in Substance Painter and have it show up 'live' in Studio though like it apparently does with Unity and UE4. :)
I'd wait in any case as SP is going to be updated soon with features like Paint Across Seams and UDIM support. If you've not gotten the new email newsletter that's all talked about there.
https://www.substance3d.com/blog/here-are-big-announcements-substance-day-siggraph-2019?mc_cid=b2d4ba67a1&mc_eid=0bc840a627