An angry rant (but not exactly at DAZ)

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  • ChangelingChickChangelingChick Posts: 3,248

    SnowSultan said:

    I have HAD IT with textures created in Substance Painter looking completely different in Studio, had it to the point where I'm ready to relegate Studio to strictly a figure-posing program and moving to other software for rendering. How can a PBR setup with the SAME FREAKING RENDERING ENGINE give such different results? - and trying to get skin textures looking the same is a complete exercise in futility. Skin and it's underlying layers aren't 80-90% translucent, why do almost all textures from this store require a weird combination of a dark diffuse map and a lighter translucency map along with separate SSS settings for it to look right? Substance Painter doesn't have the same material options (despite both using mother-freaking Iray), so as far as I can tell, it's impossible to replicate how skin textures look in one program to the other.

    ..so yeah, if anyone knows something I don't about how to get similar results between these two programs, PLEASE let me know before I start considering something with native Substance support like Octane or even Maya (edit, huh, seems Maya doesn't even have an option for live connection to Substance Painter, only Unity and Unreal Engine seem to). Thanks very much.

     

    I don't have the time to read 3 pages, but I've found using something other than the default HDR in Substance gives much more Daz Iray results. I can't remember the one I use, but it's a car thingy. 

  • SnowSultanSnowSultan Posts: 3,643

    stem_athome said:

    I would always use those export setting going from DS to PS. (I have not found a reason to change them, well not yet).

     

    Have you been able to get the model into SP OK now?

     

    Yes, that model does work now, thank you. However, others, like Faveral's medieval sets, still come over with screwy tiling, even with your settings. If you have time, and any of his products, could you just confirm this? Thanks again.

     

    ChanglingChick: Yeah I've copied all of the incldued Substance HDRIs over to use in Studio in order to try and match things up (and a few from Studio over to Painter). If you don't want to read the whole discussion, the problem basically is that Substance cannot replicate the SSS/translucency settings in Studio, so it appears almost impossible to paint skin textures with an accurate preview in Substance Painter. 

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  • stem_athomestem_athome Posts: 520

    SnowSultan,

    I do not have any of those sets, I do not purchase hard_surface models, I like to build them(hobby stuff). I only purchased the houses to see what the issue was.

    I would suggest exporting from DS as FBX, you may have better luck. In the export settings, just change to "FBX 2014-Ascii"

    Failing that. You could import the model (obj file from content directory) or duf (if model embeded in duf file) into blender ( the duf via the diffo plugin). If you decide to try that, I can help with setup etc.

     

    I know you mentioned earlier in thread about issues in blender. You probably just needed to enable "Simplify" to reduce texture sizes etc, and use the denoiser to allow cutting down on needed render samples.

  • SnowSultanSnowSultan Posts: 3,643

    Thank you, especially for buying the houses simply to do these tests. Please don't do that unless it helps you in some way too.   :)

    I don't really want to have to work in Blender, so I'll try FBXs and look for the OBJs, and if none of that works, I'll just assume that's the way these objects are. Most are old anyway, but I like the variety of medieval clutter in a lot of his sets and retexturing them would make them useful for my own work. Thanks again.

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