It appears vray does not take the gamma settings from the bitmap file, so you probably have to create an additionnal gamma node and set the gamma to 0.4545.
Here is a filter to convert baseColor/Metallic/roughness to Vray/Corona/Redshift/Arnold This filter is now by default in SD library (search for PBR converter). Limitations: - in Vray/Corona the fresnel is colored, it's not in SD - a 100% black metal renders black/no reflection in Vray/Corona, in SD the fresnel is still…
I havn't the same settings for rendering with Arnold, Exporting from Substance Painter to .exr (no Gamma embedded), I apply a 0.455 gamma correction on diffuse and Specular (Texture Gamma Set to 1) to match with the Substance Painter / Marmoset display. The Green Channel of my Normal Map are inversed (Unflag Flip G Channel…
I'm trying to use the node to convert for use with Arnold, I'm really not sure if I'm setting everything up correctly. Can someone help please? I got Maya 2015, EXT 1, I have Color Management on, I don't know if it messes things up? in Maya Color Management I'm using: Rendering Space: scene-linear Rec 709/sRGB View…
Just tested Renderman: nothing special to do for the PxrDisney shader, just plug the maps in the slots and you get the same result as in SD/SP. Make sure the roughness and metallic map color profile is set to "Linear sRGB".