You might want to ask a moderator to move this to the unreal subforum. I can see the color mismatch between the basecolor swatch and what's in the 3d viewport and the normal map appears to be inverted. Also metallic isn't black, which may be why the color is getting saturated.
I don't know enough about Unreal to say if it's a textures problem or texture compression/colorspace problem, or if this is happening in the global color management or simply some HDR tonemapping in the viewport. I'd start with making sure that basecolor is set to sRGB, and linear for the normal/metal/rough, and turning off post processing to see if it looks more accurate.
I see zero effort for trying to solve it. Looks like you didn't even open up the instance or anything. AAAAAAA its blurry. Then someone tells you what to do, again, no try, no search no nothing and you rather want him to show you. Comon, if its really hard to find that parameter then you can google it and it will surely tell you. You already know the direction, and I hope he won't show you.
I see zero effort for trying to solve it. Looks like you didn't even open up the instance or anything. AAAAAAA its blurry. Then someone tells you what to do, again, no try, no search no nothing and you rather want him to show you. Comon, if its really hard to find that parameter then you can google it and it will surely tell you. You already know the direction, and I hope he won't show you.
Might sound harsh but well...
Don't worry to be harsh i'm just learning so critiques are ok Before i wrote here i tried to solve the question alone (like change roughness, metallic,adjustment etc) with no good results. The reason that i ask to show me was because i never change the instance parameter of a substance material (all materials were ok by default) , however i learn how to change it. (looks better but is still different)
How big is that tile you are testing your material on? How much tiling have you set in the material? (default is 1 if you don't use a TextureCoordinate) What is the resolution set in the Substance Graph Instance (it's created automatically when you import a sbar try opening it)?
How big is that tile you are testing your material on? How much tiling have you set in the material? (default is 1 if you don't use a TextureCoordinate) What is the resolution set in the Substance Graph Instance (it's created automatically when you import a sbar try opening it)?
Tile is 1 but when i import the material in Unreal it became 0.4 in fact is way too large Default resolution is 512, but i change it in 1024
And? You have to realize that you are not giving us much to work with.
Anyway, you can try this: open the material, add a TextureCoord and plug it in all the texture samples. Then change the TextureCoord node x-y values to change the tiling of the material.
Also your Substance Designer is probably set to 2k resolution so to match that increase the 1024 in the Substance Graph Instance to 2048.
Replies
Open the instance and set your res.
I don't know enough about Unreal to say if it's a textures problem or texture compression/colorspace problem, or if this is happening in the global color management or simply some HDR tonemapping in the viewport. I'd start with making sure that basecolor is set to sRGB, and linear for the normal/metal/rough, and turning off post processing to see if it looks more accurate.
it's strange because with other material is everything fine
Might sound harsh but well...
Before i wrote here i tried to solve the question alone (like change roughness, metallic,adjustment etc) with no good results.
The reason that i ask to show me was because i never change the instance parameter of a substance material (all materials were ok by default) , however i learn how to change it. (looks better but is still different)
How much tiling have you set in the material? (default is 1 if you don't use a TextureCoordinate)
What is the resolution set in the Substance Graph Instance (it's created automatically when you import a sbar try opening it)?
Default resolution is 512, but i change it in 1024
Anyway, you can try this: open the material, add a TextureCoord and plug it in all the texture samples. Then change the TextureCoord node x-y values to change the tiling of the material.
Also your Substance Designer is probably set to 2k resolution so to match that increase the 1024 in the Substance Graph Instance to 2048.