Here is how to create glass in Substance Painter.
In addition, I'll show you how to add your own customized dirt to the glass and how to export textures so you can set up the glass material in Unreal Engine.
Inside your 3d modeling package (in my case Maya), assign separate material to the faces of your geometry where you want the glass to appear.
Having a separate material assigned to the glass will do the following:
To assign additional material to objects in Maya:
In Attribute Editor, you will see separate tabs for the Materials assigned onto your object. This translates to multiple Texture Set Lists in Substance Painter and multiple Material Slots in UE5:
Export as FBX by going to File > Export Selection, with the following settings:
After creating a project and choosing the exported FBX mesh, you will have mulitple Texture Set Lists. These are the Materials assigned on the mesh in Maya. In my case I have two. One for the object itself (Lambert1) and the other for the Glass (Lambert11).
If you were to rename the Materials in Maya, upon import, the names would match. You can also rename in Substance Painter by double-clicking on the Texture Set List names.
Go to Smart Materials and search for Glass. 3 Materials will be available:
Drag and Drop any of them to the glass surface. I recommend using either Glass Visor or Glass Film Dirty Mirror:
The glass is NOT transparent yet. There are 2 things you need to change. Go to Shader Settings and change from pbr-metal-rough to pbr-metal-rough-with-alpha-blending:
Go to Texture Set Settings and add Opacity Channel:
You will now have Opacity Control within one of the layers in Glass Material:
If you want to add scratches or dirt to existing Smart Material and changing how the defaul looks.
You can continue to Add Fill Layers or additional Generators to the single Fill Layer.
To export textures to use for UE5 go to File > Export Textures.
Set the following settings:
When you export, multiple Texture Set Lists become additional textures that are exported. So you will have textures for the object and textures for the glass surface.
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