Thank you Jeremy Hill. Next question is how is the best/fast way to export textures from substance painter to bella and import in rhino bella (zip file is the best?)? Because … it is very slow to import every texture in material editor (difuse, bump, roughness, metalic, etc.)
HI Peter, I only have Substance Player so cannot say for sure about the presets, but the best one is probably PBR Metallic Roughness — if you go to https://ambientcg.com and check one of the materials to see how they have done it, that would be a good way.
We prefer the metallic/roughness PBR workflow in general, and if found, we currently make use of opacity, color, metallic, roughness, anisotropy, anisotropy angle, scattering, ambient occlusion, and bump or normal maps.
The OpenGL normal map format is best for Bella, but it is easy to use DirectX-format maps by enabling the Flip G option in your normal map or PBR material. It is enabled by default because it seems many PBR sets use DirectX.
As far as it goes for .zip or not, either way will work fine with Bella, so you can use what is most convenient for you. If you use the Bella PBR, Uber, or Principled material, you can choose the .zip file, or if you are using multiple files, you can choose any one of the files of the texture set, and Bella will find the others automatically.
Here is a video that goes over use of the PBR, Principled, and Uber materials in Bella:
They work similarly in Rhino, and we also support automatic translation of Rhino’s Physically-based material, though the results may not be 100% matching Rhino’s, and may generally be a bit better directly using the Bella PBR, Principled, or Uber materials, since there is no translation involved.