Substance P sRGB problems!
Here it goes my pipeline! From substance painter I export the textures Rough,Opacity,Metalic (Packed) R+G+B I import texture in the UE4 and in texure editor i uncheck sRGB as it should! I everything connect in the material editor R= Rough G=Opacity B=Metalic And texture look fine in photoshop What's the problem? Well the problem is that it does not match the value SP and UE4 For example, only channel of metalic does not match SP value and roughness is ok if you check srgb (In texture editor) then metalic is ok but roughness is wrong Simpler to me is import separate textures! But it will take precious space!
I'm not sure that this is a bug or my mistake! P.S My level of English is very bad, do not blame me
asked Feb 20 '16 at 05:58 PM in Bug Reports
Hello Androsije -
There are possibly a few reasons that the textures maybe off, but it boils down to a gamma correction that is done in the image. sRGB corrects the image to an approx. 2.2 power.
So there is actually two ways to very quickly solve this problem in your material.
One is to use the Default Compression with sRGB set to true and in that case take the Roughness Texture and raise it to a power of 1/2.2, like this:
Which will yield a result like this:
Alternatively you can use the Masked Compression with sRGB set to false and in that case take the Metallic Texture and raise it to a power of 2.2, like this:
Which will yield like this:
Thank You -
answered Feb 23 '16 at 07:58 PM
Lovecraft_K ♦♦ STAFF
That might actually be something you should mention to substance, instead of the ue4 devs.
Ill pass it on to one of my substance buddies to be sure.
answered Feb 20 '16 at 06:12 PM
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