Substance painter to DS. What am I doing wrong?

BradCarstenBradCarsten Posts: 856

I've created a shield. The image on the left is what it looks like in Substance. The image on the right is DS. 

I exported Roughness, Base color, height, Metallic, normal maps. 

In DS, I used Metallic/roughness

Metallic Map to Metalicity Parameter. Value set to 1. 

Added base color image to Base color parameter. Color set to white. 

Roughness map to Glossy roughness parameter. value to 1

Normal map to Normal parameter. Value to 1

Height map to Displacement parameter. Value to 1

Minimum displacement 0 

Maximum displacement 0.5

Is there anything I'm missing here? 

 

*Edit* Ignore the rivets. I was playing around with the roughness. 

I also tried multiple environments in both Substance and Daz. The painter results were consistently better. 

Untitled-1.jpg
1150 x 584 - 526K
Post edited by BradCarsten on

Comments

  • JonnyRayJonnyRay Posts: 1,744

    Unless your shield object has a lot of polygons to it, Iray displacement is going to be difficult to get good results. Try moving the height map to the bump channel instead. Also it's not uncommon for Studio to need strengths greater than 1 on normal or bump maps to get them to show properly.

    Also, it "feels" to me like the SD render has some sort of 'grime' layer or something to it that is dulling the metal. If that's not the case, you might try reducing the strength of the glossy layer so it isn't so shiny.

  • BradCarstenBradCarsten Posts: 856

    Thanks, JonnyRay. I'll play around with those settings and see what I can come up with. 

  • SzarkSzark Posts: 10,634

    Iray does do displacement well if the geometry is good enough, all you need to do is increase the Displacement Sub-D levels located below the min and max settings. But this will take more resources to render out. Ok if you have the horsepower to do so.

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