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Different color gamma of same texture ?

Enthusiast ,
Jul 10, 2023 Jul 10, 2023

kirkr5689_0-1689045470065.png

I drop same texture in base color slot  of deault "fill" layer ( right side)  and  as a texture input  for a substance .    .    Why I see different colors?      I attached the sbs file.   What did I do wrong? The sbs  file have base color  as sRGB in the output.  I tried linear. Still not the same.  I want to make a substance where  I could drop  packed RGBA files  and it would  output them into proper Painters channels.   But this color gamma issue  doesn't let it work properly .    What should I set in Designer  for sbsar export?   Tried  sRGB. just raw , linear. Nothing works.

it's "legacy" color  managment btw. 

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correct answers 1 Correct answer

Community Expert , Jul 11, 2023 Jul 11, 2023

Hi,

Your second layer basecolor output is set to auto (linear) color space.

 

To correct

1. Click on the drop down in Properties next to material and check Color Spaces

2. Twirl open the Color Spaces set which now appears in properties

3. Change the output color space of basecolor from auto(linear) to sRGB

 

The texture will now match the other material layer which is set to auto (sRGB)

 

Dave

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Adobe Employee ,
Jul 11, 2023 Jul 11, 2023

Hi @kirkr5689,

 

Thanks for the message.

 

Can you share the texture used in your example? Everything works as expected on my side.

 

Let me know.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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Enthusiast ,
Jul 11, 2023 Jul 11, 2023

Thank you Cyril

I am pretty sure it's not the texture. Since it's just usual megascan one. 

https://www.dropbox.com/scl/fi/g0p2czd0ru2ui82qeyznd/test.spp?rlkey=f6k8dn3xfdjxm0nokcqaffslj&dl=0

It's a link to painter file.  Looks like I can't upload it here.

My guess it's sort of color managing issue but I am still puzzled how to fix it.

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Community Expert ,
Jul 11, 2023 Jul 11, 2023

Hi,

Your second layer basecolor output is set to auto (linear) color space.

 

To correct

1. Click on the drop down in Properties next to material and check Color Spaces

2. Twirl open the Color Spaces set which now appears in properties

3. Change the output color space of basecolor from auto(linear) to sRGB

 

The texture will now match the other material layer which is set to auto (sRGB)

 

Dave

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Enthusiast ,
Jul 11, 2023 Jul 11, 2023

Thank you very much Dave.     Coulddn't find  this  Color spaces  check in.   Before it was next to each texture input.

Weird thing is I tried to set sRGB  in Substance Designer  output  like it is in all default material presets  and Painter looks like totally ignoring it.

Guess I did something wrong there too.  

 

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Community Expert ,
Jul 11, 2023 Jul 11, 2023

For the second part of your question creating an unpacker in Designer works with sRGB basecolor provided you :

a. Define the input colour space as sRGB for the basecolor RGBA input (in Integration attributes)

b. Define the output color space as sRGB for basecolor  (in Integration attributes)

 

By doing that, when you export the unpacker as sbsar and use it in Painter the output colour space can be left on auto and does not need to be overridden.

(Do this only for basecolor - do not set Normal maps to sRGB)

 

Dave

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Enthusiast ,
Jul 11, 2023 Jul 11, 2023
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Thank you Dave

 

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