Texture inconsistencies with SP, translucency, arghh

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  • algovincianalgovincian Posts: 2,636

    Anim said:

    Ok, it seems sometimes it takes me a bit to understand the question crying

    And, I am not sure about my answer. While I am trying to understand the shader anyway I found out that the roughness is squared by itself in the uber shader. It is a hidden parameter and active by default. Furthermore I assume by my tests that DS converts the roughness maps (and maybe the other control maps as well) to linear RGB instead of sRGB. So, I disabled the square switch in the hidden surface parameters and set the gamma to linear in Substance. Masks etc. in SP are removed and glossy reflectivity is set to 0.5 in DS. This seems to do the trick. I am not sure if this is "correct" but I could not find another solution online.

    Please ignore the difference in the environment in the render screenshot. I have not taken care of the OBJ's units during export/import so G8M's size is different. But the env. is rotated the same way to get similar lighting in both apps.

    Great information, @Anim. Thanks for doing the testing and taking the time to post.

    - Greg

  • AnimAnim Posts: 241

    Thanks. I am still investigating because to much which I still don't understand.

  • SnowSultanSnowSultan Posts: 3,643

    That is very interesting, thank you for the update. I will test it as soon as I'm able.

  • SnowSultanSnowSultan Posts: 3,643

    I tried a comparison first with Jada 8.1, and I cannot come close to getting similar results. There's actually no hidden option for Roughness Squared in the new PBR skin shader, and the Roughness was already set to L8 in Substance Painter. In this example, I removed all of the PBR detail options and textures in the Studio example, left the SSS/Translucency alone, and just loaded the maps in both programs, focusing only on the glossy/roughness details. The SP one has almost none, while the Studio one retains it. Does anyone have any ideas how to get the SP one to look more like how it will in Studio?

    ds_jada.png
    577 x 363 - 242K
    sp_jada.png
    637 x 397 - 273K
  • AnimAnim Posts: 241
    edited May 2021

    I had a look into the new skin shader. It multiplies the roughness as well but with a bit different math. They just did not make it a user parameter so you can't change it. I trying to find out how to change the shader in SP to more closely match the one DS uses. I have posted in the substance forum about it but the support there is not answering so far. This might take a while.

    In the meantime can you crosscheck with G8M and the default skin maps / shader? The roughness squared gets accessible when "show hidden parameters" is checked.

    Post edited by Anim on
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