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Substance Painter tooling.
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luboslenco committed Dec 30, 2016
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14 changes: 7 additions & 7 deletions README.md
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Please consider reading through this manual before purchasing preview. The main limitations are:

- Use only the bundled Armory PBR node for materials. Node parser is currently being rewritten for more efficiency.
- No open world data streaming.
- Minimal docs / API functionality out of the box.
- Graphical effects require more tweaking.
- Limited Python / JS support.
- Very few logic nodes implemented.
- Likely breaking backward compatibility.
- Limited material nodes support
- No open world data streaming
- Minimal docs / API functionality out of the box
- Graphical effects require more tweaking
- Limited Python / JS support
- Very few logic nodes implemented
- Likely breaking backward compatibility

To reach the first release, all of these issues need to get resolved.

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5 changes: 5 additions & 0 deletions SUMMARY.md
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[//]: # - [Optimize build size]()


### Tooling

- [Substance Painter](tooling/substancepainter.md)


### Engine Development

- [Git version](enginedevelopment/gitversion.md)
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27 changes: 27 additions & 0 deletions tooling/substancepainter.md
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# Substance Painter

This page describes how to use Armory with [Substance Painter](https://www.allegorithmic.com/products/substance-painter) for **3D texture painting**.

*Note this topic is handling Armory specifics only and general Substance Painter knowledge is required.*

Import your geometry prepared for texture painting into Substance Painter. For this tutorial, we will use the [Vela Template](https://share.allegorithmic.com/libraries/1633).

![](img/subst/0.jpg)

Once the model is painted, we want to import resulting textures back into Armory. Click **File - Export Textures...**

Choose a destination for file export and select **PBR MetalRough** config (or a compatible roughness-metallic model like Sketchfab). Hit **Export**.

![](img/subst/1.jpg)

Locate exported textures in specified destination.

![](img/subst/2.jpg)

In Blender, select painted model and enter **material editor**. Choose **Add - Group - Armory PBR** and connect it to the **Material Output**. Drop exported textures from Substance Painter into material and connect them to the appropriate sockets (base color, occlusion, normal, roughness, metallic..). Eventually, we plan to automate this step using a PBR material importer.

![](img/subst/3.jpg)

With materials & lighting set and playing the scene, you will be presented with the output similar to the Substance Painter viewport.

![](img/subst/4.jpg)

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