#Substance to Unreal Material Mismatch

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odd sparrow
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Is this the ORM texture?

cold sand
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ah no but they are all using this

odd sparrow
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The ORM texture should use Mask compression.

cold sand
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so then yes ahah

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i tried it, seems it's better? but still off, still pink and dirty spots still look too sharp

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also looks like my ambiant occlusion actually adds nothing

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also another issue ๐Ÿ˜… this should be dark inside, but there's light coming out of it, because i didn't close the mesh, is there a button to press?

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thanks a lot for the help btw i really appreciate it

odd sparrow
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np

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AO visibility depends on a variety of factors, it isn't always obvious that it's working.

cold sand
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i see

odd sparrow
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Do you have AO inside there?

cold sand
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yes there should be a lot

odd sparrow
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Are you using Lumen for GI?

cold sand
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yes i use Lumen, i use ray tracing as well if everthing was setup properly

odd sparrow
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Is this just for renders?

cold sand
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yes, but i also wanted to test the stuff because it's for portfolio for video games

odd sparrow
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Ok. You might wanna try out the path tracer at some point when you just wanna render stuff out. For now, in your project settings, is Allow Any Static lighting enabled?

cold sand
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seems like so

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i'll consider the path tracer as well ๐Ÿ™‚

odd sparrow
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Turn that off. That disables AO maps when used with Lumen.

cold sand
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gotcha, i'll restart this!

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maybe i should render in blender or marmoset or whatever, this is technical stuff that could get fixed if i work in a studio at one point ahah

odd sparrow
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It's up to you, though unreal is becoming a one-stop-shop for everything 3d more and more.

cold sand
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yeah that's why i wanted to render here, shows the actual result without cheating, sort of speak

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do you know the settings in SP to match UE5? i read we have to use OCIO aces 1.2 in SP, but that made everything look weird apparently, starting from the red > pink

odd sparrow
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I never messed with the colorspace in SP when I used it, left it on whatever the default is and I never had problems, apart from when I was figuring out what you're figuring out right now like 5 years ago.

cold sand
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interesting! well now AO works well apparently, still light coming out of the thing where it's not supposed to

odd sparrow
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How does it look now?

cold sand
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still pink but i guess it's much better now at least

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i realize that it's when i move the camera that it makes everything look terrible, gotta wait a bit ahah, i forgot that

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but i feel like the grunge details and stuff are still way too apparent, it's more subtle in SP

odd sparrow
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Is the color still off?

cold sand
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yes when i check sRGB in the texture it's pink

odd sparrow
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Did you reexport the textures at 8 bit?

cold sand
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not for the bow, just for the big instrument, but it's also pink there

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they share the same color

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actually i'm not sure, i'll test that , i gotta go now, i'll update to see where it goes, thanks a lot man i appreciate it !! ๐Ÿ™

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seems like it 's fine for the big instrument in the texture preview, still look too pink-ish in the viewport though

odd sparrow
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Np. 16 bit textures will cause issues as they're considered HDR in the engine, and won't display properly without doing some work in the material. I would try rexporting the bow textures; you should see a difference there.

cold sand
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i see! with dithering or not?