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…
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…
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…