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strange Stain on model in other 3d software

Community Beginner ,
Jul 06, 2021 Jul 06, 2021

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Hi.

I completed texture in substance painter on all things seem ok. but when I export texture for Unity or PBR Metalic Roughness, I seen some strange stain on some part of my model. also in unity I put compression to None, but also I can see this problem. 
when I disable Normalmap, stain will be removed. but I can't see any problem on normal map.

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correct answers 2 Correct answers

Explorer , Jul 07, 2021 Jul 07, 2021
that looks like banding due to low bits per channel used in either the textures or your display settings.Try a 16 bit export for your textures or 8 bit + dithering.If that fails, try to set your display to 8 bit+dithering or 10bit. 

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Adobe Employee , Jul 08, 2021 Jul 08, 2021
The noise is normal, that's the actual dithering that reduces the banding artifact. Other software may compress your normal map by default, so even if you use a 16bit normal map it will end-up looking bad because of the compression. This is a generally an accepted trade-off in game engines such as Unity to keep the memory footprint low. You can try to change the setting of your normal map to uncompressed (or similar) to keep the raw quality. However this will icnrease the size of your texture ...

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Explorer ,
Jul 07, 2021 Jul 07, 2021

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that looks like banding due to low bits per channel used in either the textures or your display settings.

Try a 16 bit export for your textures or 8 bit + dithering.

If that fails, try to set your display to 8 bit+dithering or 10bit. 

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Community Beginner ,
Jul 07, 2021 Jul 07, 2021

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In 16 bit export, the problem still exists. but when I tried 8 bit + dithering export, the problem was solved. but it creates noise on normal map.

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Explorer ,
Jul 07, 2021 Jul 07, 2021

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Go for 32bit 

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Explorer ,
Jul 07, 2021 Jul 07, 2021

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What exact format are you using?

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Community Beginner ,
Jul 08, 2021 Jul 08, 2021

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I want use textures in Unity and Unreal.

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Adobe Employee ,
Jul 08, 2021 Jul 08, 2021

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The noise is normal, that's the actual dithering that reduces the banding artifact.

Other software may compress your normal map by default, so even if you use a 16bit normal map it will end-up looking bad because of the compression. This is a generally an accepted trade-off in game engines such as Unity to keep the memory footprint low.

 

You can try to change the setting of your normal map to uncompressed (or similar) to keep the raw quality. However this will icnrease the size of your texture in Vram.

 

I would suggest to stick with the 8bit + dithering.

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Community Beginner ,
Jul 08, 2021 Jul 08, 2021

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Thanks.

you're Right, unity compress textures. so I disabled compression textures in unity.
So you suggest I set 8bit + dithering for all textures or only for Normal map?

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Adobe Employee ,
Jul 15, 2021 Jul 15, 2021

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It depends on the export preset you use, but generally yes dithering is only for the Normal map.

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