This page collects plugins and addons for creating BeamNG content and materials in Blender, Substance 3D Painter, and Substance 3D Designer. The goal is to make external tools match the game lighting pipeline as close as possible, so materials, emissives, and light values are not tuned against a different renderer by accident.
The files attached to this page are intended for art validation. They do not replace checking the final result in BeamNG.drive, but they make the first pass much closer to the game.
The workflow uses these support files:
The environment map pack contains 360 degree HDR captures from BeamNG.drive. These maps let Blender and Substance Painter use lighting captured directly from the game instead of a generic studio HDRI.
BeamNG uses physically based lighting, auto exposure, HDR rendering, and GT7 tone mapping. If materials are authored only under a default Blender or Substance Painter studio light, they can look correct in the authoring tool but too bright, too dark, too saturated, or too reflective in game.
Using BeamNG support files helps with:
This is especially useful for vehicles, buildings, road props, light fixtures, interiors, and any asset that depends on reflective or emissive materials.
The BeamNG environment maps are HDR captures of in-game lighting. They are meant to be used as the world/environment lighting source in Blender or as the environment in Substance Painter.
Use them when you want to:
Do not use these maps as final game cubemaps for a level. They are authoring references for external tools. Final in-game reflections should still be configured with BeamNG cubemaps, environment maps, dynamic reflections, and the level lighting setup.
| Environment map | Exposure |
|---|---|
west_coast_dusk_world.exr |
5 EV |
west_coast_afternoon_world.exr |
2.7 EV |
west_coast_default_world.exr |
1.3 EV |
west_coast_night_world.exr |
5 EV |
west_coast_overcast_world.exr |
1.5 EV |
In Blender:
As an optional setup for rendered scenes:
The environment map gives a better preview of how the asset reacts to BeamNG-like lighting, but it is still a static capture. Dynamic changes such as auto exposure, local exposure, weather, time of day, and nearby geometry must still be checked in game.
In Substance Painter:
.exr environment maps.
Avoid tuning the base color or roughness to look good under only one HDR map. The material should remain believable under daylight, overcast, dusk, night, and interior conditions.
In Substance 3D Designer:
.exr environment map into a package in the Explorer window.
The BeamNG Light Validation add-on adds BeamNG lighting controls to Blender. It is useful when you want a Blender preview that uses the same values you will enter in BeamNG.
The add-on supports Blender 4.5 LTS to 5.2 LTS.
It supports:
PointLight values in lumensSpotLight values in candelaemissiveFactor and emissiveIntensityNitsTo install:
beamng_light_validation.py.The add-on also adds BeamNG panels to supported Blender light and material data properties.
Create or select a point or spot light, then enter values using the BeamNG panel:
The add-on converts these values for Blender preview. The final light should still be checked in BeamNG with the target exposure, tone mapping, shadow quality, and surrounding scene.
For emissive materials, use the BeamNG emissive panel:
emissiveFactor as the color multiplier.emissiveIntensityNits.This matches the BeamNG material workflow more closely than pushing overbright texture colors in Blender or Substance Painter.
BeamNG uses a GT7 tone mapper in the current lighting pipeline. The Blender GT7 tone mapping add-on adds matching color management views so highlights, emissives, and saturated bright colors behave closer to the game preview.
The add-on supports Blender 4.5 LTS to 5.2 LTS. For versions 5.x HDR output is supported.
Use it when:
To install:
gt7_tonemapping_manager.zip.After Blender restarts, select the GT7 view transform from Blender’s color management settings.
Gran Turismo 7 HDR Tonemapper enabled in Blender
OpenColorIO configuration for previewing the GT7 SDR tone mapper in Substance 3D Painter. It applies the tone mapping to the complete viewport, including the model and HDRI background, without changing exported material textures.
To enable it for a Painter project:
gt7_tonemapping_substance.zip. Keep the ocio directory and its luts subdirectory together.ocio/config.ocio.
Use Painter’s normal material shader, such as ASM Metal Rough. Keep Substance Painter’s post-effect tone mapping disabled and disable any additional Color Profile LUT to avoid applying tone mapping twice.
The same OpenColorIO configuration can be used for the 2D and 3D views in Substance 3D Designer.
To enable it:
gt7_tonemapping_substance.zip. Keep the ocio directory and its luts subdirectory together.ocio/config.ocio.
The GT7 display transform changes the viewport preview, not the graph’s material values. Keep any additional tone-mapping post effect disabled to avoid applying tone mapping twice.
The GT7 tone mapping files for Blender, Substance Painter, and Substance Designer include LUT files generated from the MIT-licensed Polyphony Digital GT7 tone mapping sample.
Because of the MIT license, the download package should include the copyright and permission notice for the GT7 source used to generate those LUTs. Keep THIRD_PARTY_LICENSES.md in the add-on archive, and do not distribute the LUTs separately without the same license notice.
When creating BeamNG materials or lights in external tools:
External previews should shorten iteration time, not become the final authority. The final lighting and material check is always the asset running in BeamNG.drive.
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