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Can we have same render as in Painter please . I mean with "ultra" specular quality

Explorer ,
Jan 11, 2025 Jan 11, 2025

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Currently I see nothing like in game when set material roughness  in Designer.    That "panorama" default background  HDRI produces  so dull highlight spot for the sun being only 16 degree high  I wonder how anyone could call it Phisycally based.    I know we could check in iRay to get more adequate look but  why we couldn't just have same "ultra" settings  like in PAinter.     I constantly do  darker roughnes than necessary due to so dull preview in 3d pane.

 

 

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5 Comments
Explorer ,
Jan 11, 2025 Jan 11, 2025

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For creating  ground materials  it's important to previeew  them with diffrent sun angle. HDRi background with a static sun altitude is not a good way to preview materials which supposed to be seen in changing lightng conditions.      I wonder could we have a sort of dynamic sky system/shader  in 3dpreview pane.  where we could test how material is looking at midday, late afternoon , dawn,  overcast  lighting conditions.    A cycling sun  and cloud cover with a speed tweak    would provide    much more adequate preview.      Would much easier to setup for closer in game resemblance.

 

 

 

 

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Community Expert ,
Jan 11, 2025 Jan 11, 2025

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Hi Kirill,

You can use different HDRIs in Designer, you can either choose one of the pre-made HDRI Backgrounds from the library and just drag it into the 3D Viewport or use your own ones. You can also go into the Environment settings and adjust the lighting settings. Stay healthy and creative Marco 

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Adobe Employee ,
Jan 13, 2025 Jan 13, 2025

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Hello,

 

In addition to the HDRis and environment settings suggested by @Marco Vitale, you can use the Physical Sun/Sky node and assign it to the 3D View as the Envinonment/Panorama for a clear sky with customisable sun position. This should partially address your request in another forum post.

 

When you mention 'in game', you may need to account for any tonemapping used in the game engine. Designer offers ACES tonemapping in its 3D View, using the combobox in its bottom toolbar.

 

Having to use a darker roughness may also be caused by the roughness texture being read as an sRGB texture in the game engine, thus used with an incorrect gamma.

 

Finally, in 2024 we have announced a new in-house renderer that will gradually make its way in Substance 3D apps. The renderer is already avilable used in Substance 3D Viewer, however we cannot announce any ETA for its availability in Designer at this point in time.

Our goal is leveraging OpenUSD, MaterialX and the capabilities of our new renderer to ensure consistency across renderers and applications.

 

Best regards.

Luca Giarrizzo | Quality Engineer, 3D & Immersive | Adobe

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Adobe Employee ,
Jan 13, 2025 Jan 13, 2025

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Hello,

 

Considering the detailed answer from Luca, I've merged the two topics in a single thread.

 

As Luca mentioned, you can have a customizable sun position, you can add editable point lights, but we don't currently offer a "Dynamic 3D environment" where we could edit the time of day, and given the new 3D renderer to come, we probably won't make huge changes to the current one.

 

However, I'll let the rest of the team know about your suggestion, so we can have a discussion about it.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Explorer ,
Jan 13, 2025 Jan 13, 2025

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Thanks  Luca,  could you explain pleasee how could I usee Physical Sun\Sky node as an environment.   When I try to drop it over the background  I see restriction sign  and  see no way to assign it.

 

Also no, our game use the roughness values  as a linear input.   What I meant is intensity  of the sun highlight spot  on what supposed to be ground material.  

 

In Painter I can set "ultra" in  shader settings and it looks much closer to what offline renders usually show as physically based  and what typical in-game look is too. I mean much more shiny than pretty dull look we see in Designer I believe. 

 

kirill_7256_0-1736774479902.png

The leeft side is what we see in Painter and in-game more or less .   Designer always shows somewhat dull highlight spot.

So my idea/ feature request  is having same "ultra" setting in Designer.  

 

 

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