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Problem With Metallic PBR: Doesn't Look Like Expected

Posted: Sun Feb 14, 2021 11:10 am
by Aleksei
Image

Hi!
I'm exporting textures from Substance painter for Metallic PBR workflow. I and see inconsistency in look of materials when rendering it with Octane. Which, I thought, should be impossible in a true PBR workflow.
In particular, I've noticed problem with the roughness channel. I export it from Substance Painter as 16bit grayscale image with Linear profile:
Setting for roughness channel in Substance Painter
Setting for roughness channel in Substance Painter
01.png (5.33 KiB) Viewed 1941 times
In Octane I add this texture to the Universal material like this:
Import settings in the Universal material
Import settings in the Universal material
I here I set Gamma to 1, because it's Linear profile. But, to say the truth, I'm always confused with those profiles. That's why I also tried 2.2 gamma. And here are the results:

Reference look in Substance Painter (pay attention to the roughness):
Reference look
Reference look
Roughness gamma 1:

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Roughness gamma 2.2:

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As you can see in both cases (gamma 1 & 2.2) there is no match to the original PBR look from Substance Painter. But this cannot happen in the PBR. That's why I think maybe I'm doing something wrong at some stage? Please, advice.

Of course, by trial and error, while manually adjusting the channel's gamma I could achieve the material look which is close to the reference one. I've stopped at 1.5 gamma. But why 1.5? This is not how the PBR workflow should look like.

Roughness gamma 1.5 (random guess):

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Re: Problem With Metallic PBR: Doesn't Look Like Expected

Posted: Sun Feb 14, 2021 11:47 am
by funk
Are you setting the BRDF/BSDF to GGX?

Re: Problem With Metallic PBR: Doesn't Look Like Expected

Posted: Sun Feb 14, 2021 1:28 pm
by Aleksei
Em... no. Should I? And what's that?

Re: Problem With Metallic PBR: Doesn't Look Like Expected

Posted: Sun Feb 14, 2021 1:37 pm
by funk
Aleksei wrote:Em... no. Should I? And what's that?
Yes you should. It's under Universal material > BSDF.

Re: Problem With Metallic PBR: Doesn't Look Like Expected

Posted: Sun Feb 14, 2021 2:36 pm
by Aleksei
funk wrote:Yes you should. It's under Universal material > BSDF.
Oh, wow, thank you. It works perfectly. Now I see why I didn't know about that: unfortunately, they didn't cover this setting in the Octane Documentation for Universal material (for Cinema 4D) which I read. Just now I found one mention of the GGX very well hidden in the tutorials.

Re: Problem With Metallic PBR: Doesn't Look Like Expected

Posted: Sun Feb 14, 2021 2:43 pm
by funk
Great! I'm glad that sorted things out for you :)