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Rendering0101
Participant
August 3, 2022
Answered

ACEScg workflow and EXR maps

  • August 3, 2022
  • 1 reply
  • 2235 views

Hi everyone,

 

I have heard that, in VFX, textures are used mostly as 16bit EXRs. I have done some research and understand why this is the case, and this information is very useful to me, especially since I am transitioning to an ACEScg workflow in Substance Painter.

 

My questions are:

 

  1. This question is mostly out of curiosity. Substance Painter only exports 32-bit EXRs. I understand that some people convert the exported maps into 16-bit EXRs separately – is this a common thing to do for those working with Substance Painter?

 

  1. Are all PBR maps supposed to be 16-bit EXRs?

 

BaseColor/Diffuse (and all other color maps) make sense to have a higher bit-depth, since I am working in ACEScg and I want to export these maps in ACEScg color space.

 

For Height and Normal maps, I noticed the higher difference in quality when rendering using EXR bitmaps, instead of 16-bit pngs, so that convinced me.

 

What about the rest of the maps?

 

Thank you.

This topic has been closed for replies.
Correct answer sharktacos

Substance Painter actually writes EXR files in 16-bit half with PIZ lossless compression. You can see this if you look at the metadata for the EXR in Nuke.

 

I always save height (bump) maps as EXR from SP as there is a loss in quality if they are saved in 8-bit.

 

For diffuse maps it depends on the color space. If it's ACEScg then yes it needs to be in EXR since it will be scene-linear. However, if you save it as Utility-sRGB-texture then it can be an 8-bit JPG or PNG. You just need to read it into your rendering program (Maya for example) with the same input transform.

1 reply

sharktacosCorrect answer
Inspiring
August 5, 2022

Substance Painter actually writes EXR files in 16-bit half with PIZ lossless compression. You can see this if you look at the metadata for the EXR in Nuke.

 

I always save height (bump) maps as EXR from SP as there is a loss in quality if they are saved in 8-bit.

 

For diffuse maps it depends on the color space. If it's ACEScg then yes it needs to be in EXR since it will be scene-linear. However, if you save it as Utility-sRGB-texture then it can be an 8-bit JPG or PNG. You just need to read it into your rendering program (Maya for example) with the same input transform.

Rendering0101
Participant
August 30, 2022

Thank you so much for your reply, this helped alot.

Inspiring
September 4, 2022

Glad to hear. Please mark it as "correct answer" 🤓