Jerc - On that note, it would be awesome to get a shader that was closer to what UE4 uses. I don't know what's involved with that, but the roughness values don't really relate to what UE4 wants to see so I can't use the painter viewport as a WYSIWYG editor. I have to accept that it won't match and just use experimentation…
I have noticed that UE4 doesn't read roughness from green or blue channels if it was packed in Painter with standard UE4 packaging. If I plug in a separate map it's ok.
You can still create assets for UE4, if the baked normal you imported is synced to UE4, SP will do a less than perfect job at displaying it in the viewport but the final exported normal map will still be synced.
Hi I have a quick question. I made a wheel in Substance Painter 1.3 and exported the shader channels with the UE4 (Packed) preset. It gave me Albedo, Normal, RoughnessMetallic textures which I could use in UE4. Everything looks good in painter but when I add the roughness channel to the shader in UE4 it looks too shiny to…
It's not because of Designer/Painter. UE4 breaks the node because you changed the color space of the texture. You can fix that easily by going into the node properties and changing the "Sampler type" setting.
Yes, it's a change me made across Painter and soon Designer and Player to fit with more closely with UE4. It also makes more sense as not only the diffuse but also the reflection color is stored in the Color output when using the Metalness workflow.
And just so you don't think I'm all gloomy, I'm actually pretty pumped! This has great promise. It appears I can bake maps successfully in here that just load into UE4 and work right out of the gate. HELL yes.
The rendering depends a lot on the environment map you are using. We are using the same lighting model as UE4 (GGX) and the rendering should be on par with what you would expect from UE4. We currently have a bug that creates very bright edges on non-facing normals though and that tends to add a lot of aliasing and noise,…