Blown out textures?

Hoping someone can help me solve an issue that I experience on and off.

I import an OBJ into DAZ Studio, and accept the default PBR Metal Roughness shader that gets applied. I assign diffuse, metal, roughness, and normal textures created in Substance Painter. Roughness gets put into Glossy Roughness, not Diffise Roughness.

Anyway, more often than not, the textures appear blown out as shown in the figure below, which compares appearance in DAZ Studio, and in Substance Painter. I'm not sure if there is something I'm doing wrong in the SP export, or if there is some other scene setting in DAZ Studio that is blowing the textures out.

Any ideas?

colors.png
790 x 880 - 894K

Comments

  • DeeceyDeecey Posts: 136

    Alternatively, is there an environment setting that might be causing this?

  • crosswindcrosswind Posts: 6,969
    edited June 7

    What is the format of texture map... JPG or PNG ? 

    What the normal map format did you use ? OpenGL has to be used for Daz application.

    Any wrong Tile settings as per you case ?

    And what DS version are you using ?

    Post edited by crosswind on
  • DeeceyDeecey Posts: 136

    PNG texture maps. OpenGL normal map. No wrong tile settings.

    The textures work fine in Poser, I'm trying to figure out if there is something in the DAZ environment that is causing this. But none of the settings seem obvious and they are all at default as far as I can see.

  • DeeceyDeecey Posts: 136

    Changing textures to JPG format makes no difference.

  • lilweeplilweep Posts: 2,488

    Deecey said:

    as far as I can see.

    guess i will take your word for it since you arent posting your settings.

    In any case, from the screenshots you posted, maybe it would be helpful to declare what viewport renderer you are using in Substance and likewise in Daz Studio.

    Rendering mode of Daz and Substance Painter both can use iray but viewport drawstyles obviously arent equivalent between software.  If you are making content for Daz Studio, do your tests in Iray Preview (Photoreal mode). You can have Daz and Substance Painter open at same time and if you make changes in Substance, you can update the daz viewport by re-exporting/overwriting them from Substance (Ctrl+Shift+E) and then refreshing them in Daz Studio (CTRL+i)

  • LeanaLeana Posts: 11,714
    edited June 7

    I'm far from an expert in Iray materials but my guess would be that the glossiness is too high and there's a "weight" to adjust somewhere from its default value.

    Maybe this thread might help: https://www.daz3d.com/forums/discussion/367031/substance-painter-and-daz-studio-iray

    Post edited by Leana on
  • DeeceyDeecey Posts: 136

    OK it seems to be something in the IRay Preview settings that is causing this. 

    Here's the info from the Render Settings in DAZ Studio ... and a comparison of looking at the textures in Texture Shaded and IRay Preview modes. I'm stumped. 8-(

     

  • DeeceyDeecey Posts: 136

    And the texture input settings I have are exactly as recommended in that other thread.

    Render Settings 1.png
    528 x 897 - 88K
    Render Settings 2.png
    528 x 897 - 82K
    Render Settings 3.png
    528 x 897 - 86K
    Texture Shaded.png
    602 x 824 - 817K
    IRay Preview.png
    610 x 842 - 598K
  • crosswindcrosswind Posts: 6,969
    edited June 7

    Now the 5th screen shot in above post is already different from the first screen shot in the OP, i.e. the textures look correct and fine, and identical to the ones in SP.  Now you may try tweaking something, like:

    - The default "ruin" HDRI in Render Settings - Environment, is harsh and plain, for making product and checking materials, better use Scene Only mode and add 1 or 2 spotlights.
    - In Surfaces pane, as Leana said, check and tweak Glossy related properties, as well as add some value to Diffuse Roughness... etc. Optimized property settings on surfaces will bring much better VE.

    Post edited by crosswind on
  • Richard HaseltineRichard Haseltine Posts: 100,888

    Click the nano-thumbnail for the maps to open the image selection dialogue and click Image editor (not Layered Image Editor). The gamma value should usually be 2.2 for maps for colouring the model and 1 for cotnrol maps (strengths and such) - in theory 0 should auto-assign the correct value but it may be worth making them explicit. Note that each image may have only one gamma value, so don't use a single map for different types of property.

  • DeeceyDeecey Posts: 136

    Thanks, going with Scene Only seems to be the best solution for material testing! Appreciate the feedback!

  • richardandtracyrichardandtracy Posts: 5,678

    Is the Auto Headlight checked too? (Check Render Tab, subsection 'General' at the bottom) I always set mine to 'Never' to avoid effects similar to that.

    Regards,

    Richard

  • DeeceyDeecey Posts: 136

    The Auto Headlamp set to Never did the trick. THANKS!

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