Weird anomaly with Substance Painter...

JasonWNalleyJasonWNalley Posts: 122
edited August 2022 in Daz Studio Discussion

I have some clothing I am working on re-texturing to suit the character and the vibe I am going for.  I have kitbashed 2 different outfits together, however, the 2 articles I will be showing you in examples are from the same outfit. 

Both items have the same exact shader (PBR Metallicity/Roughness)
Both items were brought into Substance Painter, Painted, and Exported at the same time, under the same project, with the same settings.  
Both Diffuse/Base Color Maps are like for like color for color (used color picker in photoshop to determine exactness)
Same with all other maps generated, there is no visible difference between the maps.
All of the settings under the Surface editor are exactly the same in the first example below.



As you can see, the leathery items on the belt are way off compared to that of her arm pieces (The Arm pieces are the intent)

In order to get anything even reasonably close, I have to turn the Base Color to .135 .135 .135 (Along with the bast map) and the Glossy Color to the same.  But as you can see from the following image, that only takes care of the leathery bits, the metal bits are way off (supposed to look like the arm pieces (not the chrome button/rivets, but the metal base they're sitting in, this includes the ring and rivets on the belt, I chose not to make the rivets a more chrome-like metal)



I am completely at a loss for what could be causing this.  The other thing is, there were 2 different belts I did (In the same project at the same time, I was going to use both belts together to achieve a look) with the same textures, BOTH suffered from the same exact issue.  

If anyone has any helpful advice it would be appreciated.

Post edited by JasonWNalley on

Comments

  • In the Surfaces pane open the image picker menu for the maps, Image Editor (not Layered Image Editor), and check that the gamma values match

  • Richard Haseltine said:

    In the Surfaces pane open the image picker menu for the maps, Image Editor (not Layered Image Editor), and check that the gamma values match

    That was it! You're a lifesaver, thanks!  I wonder why both belts have a different Gamma... I've never come across that before...  the rest of the clothing is at 0, but both belts from 2 different sets were set at 1...

  • Richard HaseltineRichard Haseltine Posts: 100,804
    edited August 2022

    0 is auto, 1 is literally 1 (no adjustment to values, used for control maps such as bump or the various strength proeprties), 2.2 is the most likely for images setting colours (based on the likely properties of the display used to create the maps). Daz Studio may assign 1 or 2.2, or pick which to use in the case of a value of 0, based on image format and where it first encounters the image (as a colour property or a control property). If the maps are used in different contexts, some of which would expect 1 and some 2.2, the order in which they were assigned might well cause them to get different settings.

    Post edited by Richard Haseltine on
  • Richard Haseltine said:

    0 is auto, 1 is literally 1 (no adjustment to values, used for control maps such as bump or the various strength proeprties), 2.2 is the most likely for images setting colours (based on the likely properties of the display used to create the maps). Daz Studio may assign 1 or 2.2, or pick which to use in the case of a value of 0, based on image format and where it first encounters the image (as a colour property or a control property). If the maps are used in different contexts, some of which would expect 1 and some 2.2, the order in which they were assigned might well cause them to get different settings.

    Not sure I follow 100%.  I understand the differences between 0, 1, and 2.2 well enough (I generally am familiar with Gamma for video color grading and photography/photo retouching) so sans 0, which I didn't know was "Auto" to DAZ, I was wondering why 1 would be picked.  Especially on 2 belt products from 2 different creators, from 2 different outfit sets.  Or are you saying that once I changed the Texture/Map that DAZ went in and selected 1?  Either way I am glad it's fixed, but I would like to understand better, as I am hoping to start creating new texture and skin sets for my characters/items/environments.

  • each map has a gamma setting, as far as I know when you load and aply a map the gamma value is set. My thought, if applicable, was thata plying something.png to a Bump proeprty might sset it to 1 and that aplying a map to Base colour would set it to either 0 or 2.2. So if, where the values were mismatched, you had loaded one map as a bump or other control map and then later applied it to base or another colour proeprty it would still have been 1, and if on the other belt you loaded the map for base Color and then applied it to Bump it would have been 0 (and treated as 2.2 in use as it was a base Color map). But for that to be applicable you would have to be using the same map on multiple properties.

  • Richard Haseltine said:

    each map has a gamma setting, as far as I know when you load and aply a map the gamma value is set. My thought, if applicable, was thata plying something.png to a Bump proeprty might sset it to 1 and that aplying a map to Base colour would set it to either 0 or 2.2. So if, where the values were mismatched, you had loaded one map as a bump or other control map and then later applied it to base or another colour proeprty it would still have been 1, and if on the other belt you loaded the map for base Color and then applied it to Bump it would have been 0 (and treated as 2.2 in use as it was a base Color map). But for that to be applicable you would have to be using the same map on multiple properties.

    Thanks for the explanation... It is possible I copy-pasted a shader that contained a bump map to both items and then attempted to correct it... I don't think I did... but I have been known to copy-paste frequently and just replace the maps with the proper ones... But I understand now so thank you for that... 

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