Hello polypeeps.
I've been looking for days for a fix on this and I cant find one anywhere so I'm making my own post.
In substance painter, I have my normals bake from my high-res model and a painted in some height information in addition. Painter then, for those who might not know, combines both maps into a new exported normal map and that is what you're seeing here in marmoset toolbag...
Clearly the normals work but the height information is not as strong as it is in SP. Im sure its not a render/viewport issue. Ive followed all the guides on here about the process of SP>MT with no luck.
Can anyone identify the issue?; I shouldn't have to compensate by making my height too strong in SP, surely?!
Replies
Try running a normalize normal map function in photoshop and see if that doesn't change the normals to look more like TB2 in substance. I avoid making large heightmap based normals changes and usually put that stuff into a sculpt so Im not that experienced with how substance handles these kinds of normals tweaks. My guess would be they aren't re normalizing the output in the texture or in the shader and TB2 is normalizing the output in the shader so it looks less intense.
I fixed the issue by exporting the normals separately, getting them into substance designer, cranking the intensity a bit then combining them with the baked normals.
Such a stupid fix - clearly the height info is being lost in the conversion in SP's exporter.
Again though - if anyone can see anything that I'm doing wrong in the settings there let me know. I'd rather id be a user issue on my part.
Painter exports a normal that combines both bake and heigh/normal channels, the normal you get should be exactly the normal you see in the SP viewport, no need for using the height output.
And yeah, everything has been consistently 2k and exported as 2k, not a size issue
Thanks for the suggestion
Although I see that you are using the Blinn Phong reflection model in Toolbag while Painter uses the GGX model. You should already fix this and see if it improves the similarity between the 2.
Based on your image, you have a displacement map plugged in but the Scale is set to 0.0. Unless I'm missing something I would think that means it's not contributing at all to the mesh.
Its probably something I'm not thinking about. If I ever figure it out I'll post the solution.