Substance Painter 1.x

Substance Painter 1.x

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Warsoul Nov 20, 2015 @ 3:04am
It's me or the Metallic map don't look the same in unity 5 ?
Look like my metallic map ins't exporting correclty. My model look like full metal and a way too much glossiness. What i do wrong ?
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Showing 1-15 of 18 comments
Sgt. Pepper Nov 21, 2015 @ 12:30am 
Are you using hte proper export and normalize settings in painter?

Unity uses its own PBR setup, painter supports it but there are some setting you have to set.

Are you sure then it's metallic and not roughness?
Last edited by 僕の名前 (仮); Nov 21, 2015 @ 1:59am
Warsoul Nov 21, 2015 @ 4:00am 
I use Unity 5 ( Standard Metallic) export settings. Nomalize ? What you mean ? Normal map ? I export in .png 16 bit
Last edited by Warsoul; Nov 21, 2015 @ 4:00am
Sgt. Pepper Nov 22, 2015 @ 12:02am 
Unity usies a special PBR not the standard metallic roughness that others use.

Here is a few u yube videos
https://www.youtube.com/watch?v=cpuK6FGNNLY&list=PLB0wXHrWAmCx994Cb7iRFSmupYHFw5DTx&index=33

Shows the different settings for Unity and Unreal exporting from painter

https://www.youtube.com/watch?v=S1A0YqdRhe4&list=PLB0wXHrWAmCx994Cb7iRFSmupYHFw5DTx&index=2
Discusses the different PBR models of unity and UE4


Warsoul Nov 22, 2015 @ 4:54am 
I know, that's why i use the Unity 5 ( Standard Metallic ) like he said, i need to add the occlusion map like him. It look like my reflection probe is the issue but i'm not sure.
Warsoul Nov 22, 2015 @ 4:56am 
How i can assign different material for substance painter with Zbrush 4r7 ? I tried many ways but Substance recognize only 1 Default material each time. I unwelded all my polygroups and assigned each one an different material but still not working.
You dont need unweld polygroups, you can use MatID.
Warsoul Nov 22, 2015 @ 11:25am 
MatID with Zbrush 4r7 ? How ? I tried; never worked.
Sgt. Pepper Nov 22, 2015 @ 12:49pm 
Originally posted by Warsoul:
I know, that's why i use the Unity 5 ( Standard Metallic ) like he said, i need to add the occlusion map like him. It look like my reflection probe is the issue but i'm not sure.


OOh my bad when you said standard i took it to mean you were using the standard PBR settings.

wesm Nov 24, 2015 @ 6:48am 
Hi,

There are also many differences in the shader Unity uses. They are using a different BRDF which causes a big difference. We are working with Unity for the 5.3 release to ensure a much closer match. Unity 5.3 will now be using a GGX BRDF.
Warsoul Nov 24, 2015 @ 9:42am 
How i can fix this issue with Unity 5.2 ?
wesm Nov 25, 2015 @ 7:01am 
Originally posted by Warsoul:
How i can fix this issue with Unity 5.2 ?

Can you post a screen shot of the differences you see? There shouldn't be a difference in the map itself, but the Unity shader in 5.2 seems to render a much more glossy appearance. Its not an issue of the metallic map, but more of how the smoothness is interpreted.
Warsoul Nov 25, 2015 @ 5:59pm 
Exactly, it look a way too much glossy. I have to turn off my metallic map and use the sliders to fit an better result. Can i scale down some value in my metallic map to fit an better result ?
wesm Nov 30, 2015 @ 10:19am 
Originally posted by Warsoul:
Exactly, it look a way too much glossy. I have to turn off my metallic map and use the sliders to fit an better result. Can i scale down some value in my metallic map to fit an better result ?

Its not the metallic map. The issue is the BRDF and the way the roughness is interpreted. You should use a levels to adjust the gamma of the roughness. You can do this by creating a standard layer at the top of the stack and add a levels effect. Set the layer to target the roughness and then set the blending mode to pass thru. Then add the levels and adjust the gamma.
Warsoul Nov 30, 2015 @ 1:00pm 
Thank you
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