

If you are looking for a different workflow that would convert hundreds of materials at once, I am afraid I don't have any other suggestions but wish you good luck. If you are interested in this workflow I will post the script here.

So while the workflow I describe here is not the 1 click solution I am sure you are looking for (who isn't?), it is a pretty quick 2 step process for each object and gives the best results I have been able to get. In my experience you will not get good results without re-exporting the correct Substance Painter maps for the Physical material. (Note: Currently, I do not do anything consistently with the height map so the script leaves that out of the material and in cases where I want to place the height map in the bump channel of the Normal map or in an Arnold Procedural, then I do so manually). All the other maps are generated from that. Substance Painter Ultimate Bridge is a tool allow you to export the models to substance easily and import substance textures and create the shaders for any render engine, supporting naming shaders and masking ids on export and auto import multi-shaders all textures/UDIM's to the render engine of your choise. As you probably know, Substance Painter regenerates maps very quickly and the maxscript just requires you to navigate to the directory where you exported the maps to and select the Base_Color_Map. Then I use a script I wrote to automatically load the Substance Painter PBR Metal Roughness maps into a new Physical material and assign it to the object. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.In my opinion (by far) your best solution is to re-export the texture maps from Substance Painter using the PBR Metal Roughness template.

All the other maps are generated from that. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. As you probably know, Substance Painter regenerates maps very quickly and the maxscript just requires you to navigate to the directory where you exported the maps to and select the BaseColorMap. The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
