Hi,
this might be a noob question, but when I'm importing the Substance-exported bitmaps into Mixer/Bridge, the base color gets ridiculously brightened. I already tried to counter this by darken the source material, but the results are not quite what I want, and I'd rather know the reason why this is happening. I tried to adjust the albedo in Mixer to somewhat get a result comparable to Substance, but it never gets quite there. I guess much has to do with lighting, so I'd need to take a look if I can get the Mixer HDRIs to use them in Substance, to atleast get the same lighting conditions. But the difference is so severe, that this can't be the only reason. Could it has to do something with the substance compression/image type?
Thanks for any help in advance.
Substance:
Mixer:
Replies
The problem is the colourspace in which quixel expects it's inputs to be encoded.
it will at some point in the render pipeline apply a curve to bring the image into the correct colourspace for viewing
Substance will by default export things exactly as you see them in the graph view
Prior to the recent colour management release (or if you work with colour management disabled) everyone authored their colour maps so they looked right on screen (i.e encoded the data in sRGB space).
If you've done that you have to tell the app that's receiving the exported map that the data is encoded in sRGB space or it will apply a curve appropriate for a map encoded in linear space and you get the results seen above.
To compound the problem, apps like ue4 (and possibly quixel) assume that high bit depth(16+bits per pixel) maps are encoded in linear space because that's what they do in the movies and apply a curve suitable for an image encoded in linear space.