Substance painter textures look washed out in render.

I have been racking my brain all day trying to figure out why my textures dont look the way they do in SP and no matter what I adjust. I cant get them to look correct. The grip in the image is suppose to be black as you can see in SP, but when I do any type of basic render with those textures in Vray. the grip is coming out grey. See images. Any ideas on how to fix this? Let me know if you need to see anything else and thanks for any help.

-B


It would be best to send a simplified version of the scene (i presume the material and a sphere object would yield similar results) including the Substance output maps via the contact form so we can take a closer look. Address it to me in the subject and mention a link to this thread in the message.

Hey,

Thank you for the report. Can you change the shader with V-Ray metalic (available in SP as well I see you’re using the default one PBR and next somehow you set up it with V-Ray Glossy-Fresnel ) and also can you confirm that the lighting setup is the same, which meaning only Dome light with HDRI as it in SP? Did you use a bridge tool to transfer the maps and materials or manually handle it?

Cheers,

@ Aleksandar Im setting the scene up for you now. Thank you.

@boyan I changed the SP material to Vray metallic and I export using the Vray Next setting in the export options. I load the textures in max manually using the Texture loader script which you can find the link to, here. All maps except diffuse are set to 1.0, diffuse is set to 2.2. Im using the the exact same map thats being used in SP. Thanks for the help so far

-B

If I understand you correctly, bear in mind changing the gamma correction value will change the render view as well, and not sure why do you need that at all. Change it to 1.0 → and let us see.

Cheers,

The gamma is set to 1.0 for all the textures except the Diffuse

Yes, sure could please change it to 1.0 → I using Modo and VMODO with SP (should update the MAX bridge as well) but the effect is the same I think!

Thanks for the provided scene. Setting the textures (except Normals) to the sRGB color space and reducing the overbright VRayDome light (to its default 1) seems to produce similar to the original results. Also, confirm if you need to invert the “Grip_glossiness” map since the material is set to Roughness.

I thought all textures except diffuse were always set 1.0 for gamma. Im guessing it does need to be inverted. Thank you Aleksandar for taking the time.