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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:
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.
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
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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.
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Thank you so much for your reply, this helped alot.
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Glad to hear. Please mark it as "correct answer" 🤓
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