Hi guys, I apologize if this has been answered before, but I've been researching my problem and could use a little more direction. My roughness texture in UE4 look vastly different from SP. From what I understand I need to uncheck the sRGB option in the texture parameters (I've read for "BaseColor and Roughness" and "everything but BaseColor" so not sure on which exactly), but doing so causes and error in the material that results in the material being over-ridden with the default UE checker texture. Maybe I'm unchecking sRGB in the wrong place? Could this be an error in my export from SP? Is it a disparity in the lighting between the two programs? Any help is really appreciated!
(Also bonus question that I should probably just research, what normal setting should I be using/exporting for UE4 from Substance? DirectX or OpenGL?)
Substance Painter
UE4
Replies
The error in the shader is because you changed the color space of the texture (the color space is indicated below the texture in the texture sample node properties). Simply recreate the texture node of the use the little arrow to reassign the texture and your material should be able to compile.
The color settings in the texture set properties is just an indicator of how we store the data, not how we handle it. So roughness will always we computed and exported as a Linear texture in Substance Painter.
Indded, and you can also flip the Green channel (Y) in the texture properties in UE4.