Gotcha, thanks Wes! I realized later that what I was authoring in Substance Designer (not using the UE4 plugin by the way) for the roughness and metallic was linear already, and would not need the conversion node, as long as sRGB was unchecked inside the texture properties in UE4. As far as the targa issue, I went ahead…
Hello guys, Posting this here as well, as the allegorithmic forum seems slightly slower than the PC community. I hope it doesn't bother anyone. As I am new in both UE4 and the allegorithmic software, I am most likely missing something super obvious. How do I sync the look on metallic surfaces between SP/SD and UE4? If I…
Hi, You don't need to use a conversion node in the graph itself. If the inputs for the shader are images that are meant to be displayed, for example base color, then they are most likely in sRGB space so they need to be converted to linear space before computations are performed in linear space. In UE4, you need to set the…
Try un-ticking "sRGB" in the roughness map texture properties (in UE4). Since it's a greyscale image used to get precise values for roughness you don't want any gamma correction messing with the values/levels, so un-ticking sRGB should make the texture display correctly Hope this helps out :)
Under the same lighting setup both should be very similar. But for the moment SD still use multiple samples for reflections (which gives a better and more accurate result) whereas UE4 uses prefiltered cubemap mipmaps (faster but lower quality). The difference becomes more visible with high roughness on metallic materials.…
I have a follow up question that fits this topic. I am also using Substance Designer and UE4, and while the look of the materials do seem on par between the two programs (especially after the UE4 sRGB uncheck mentioned above), I am a little suspicious of some of my settings, and want to make sure I am doing the right thing…