To sum up, I have tried to export from Substance Painter with different presets (Arnold 5, PBR MetalRough), exporting to a different format and bitrate, tried overriding the gamma at 1.0 at import, connecting a range shader between the texture map and the specular roughness in Max - as well as changing the material type to a Physical Material. It's very demotivating to work on rendering this way, so I'm determined to get to the bottom of this. I have had some difficulty with my roughness maps in the past, generally they have been way too glossy and not really showing the same contrast or detail as in Substance Painter or Sketchfab. I included a snapshot of the material as well. I tried to connect a range shader between the texture and the specular rougness, and made sure to import the map with gamma at 1.0.
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