#Substance to Unreal Material Mismatch
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ah no but they are all using this
The ORM texture should use Mask compression.
so then yes ahah
i tried it, seems it's better? but still off, still pink and dirty spots still look too sharp
also looks like my ambiant occlusion actually adds nothing
also another issue ๐ 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?
thanks a lot for the help btw i really appreciate it
np
AO visibility depends on a variety of factors, it isn't always obvious that it's working.
i see
Do you have AO inside there?
yes there should be a lot
Are you using Lumen for GI?
Is this just for renders?
yes, but i also wanted to test the stuff because it's for portfolio for video games
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?
Turn that off. That disables AO maps when used with Lumen.
gotcha, i'll restart this!
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
It's up to you, though unreal is becoming a one-stop-shop for everything 3d more and more.
yeah that's why i wanted to render here, shows the actual result without cheating, sort of speak
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
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.
interesting! well now AO works well apparently, still light coming out of the thing where it's not supposed to
How does it look now?
still pink but i guess it's much better now at least
i realize that it's when i move the camera that it makes everything look terrible, gotta wait a bit ahah, i forgot that
but i feel like the grunge details and stuff are still way too apparent, it's more subtle in SP
Is the color still off?
yes when i check sRGB in the texture it's pink
Did you reexport the textures at 8 bit?
not for the bow, just for the big instrument, but it's also pink there
they share the same color
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 !! ๐
seems like it 's fine for the big instrument in the texture preview, still look too pink-ish in the viewport though
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.
i see! with dithering or not?