Export PBR from Substance Painter to Amazon Lumberyard

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Hello,

I'm trying to import materials I created in Substance Painter into Amazon Lumberyard.

As mentioned in the documentation, I'm using the PBR Specular/Glossiness workflow.

https://docs.aws.amazon.com/lumberyard/latest/userguide/mat-substances.html

And the Gloss map is stored in the alpha channel of the Normal map.

https://forums.awsgametech.com/t/ao-maps-and-gloss-maps/2681/1

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However, lumberyard doesn't seem to recognize the gloss map.

When I export my model from Substance Painter, it looks like this

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But when I create the material with the Diffuse, Specular and Normal maps (and glossiness), I get the following result.

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I have to manually change the Specular Color and the Smoothness of the Lighting Settings to get a similar result.

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When I edit the material file, I see that the smoothness map is defined, but it doesn't seem to be taken in charge:

<Texture Map="Smoothness" File=".../.../.../iron_ddna.dds"/>

Is there a way to import my PBR to have the same result I have in Substance Painter, without having to edit the specular and smoothness value twice?

Thanks for your help

asked 6 years ago206 views
6 Answers
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Accepted Answer

Hey @Malof,

The current workflow with Lumberyard is that you will still have to make some material adjustments for your Specular and Smoothness values since the default values on a new .MTL in Lumberyard won't be representative of what settings you have in your Substance Painter shader.

There are some differing results currently when bringing over Substance Materials from Substance Designer, so I wouldn't be surprised if it's similar to what you're encountering with Substance Painter having visual differences. We also have some different gamma calculations in Lumberyard that are contributing to the visual difference. We are aware of the 1:1 problems with Substance so it is something we are trying to address on the Substance Material side.

As for the pixelization issues with your textures, I have some follow up questions to try and help sort out what might be happening:

  1. Is the Lumberyard Result image with the different spec/gloss stripes you provided representative of your 4k textures?
  2. During your export from Painter, are they being exported as .TIFs originally or are they coming out as .DDS? The .DDS is the Asset Processed version of the texture, which I see mapped in your material texture paths, so that's why I'm wondering what the source originally is.
answered 6 years ago
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From what I can tell you're already using exported images, instead of the import plugin, but just to make sure we're at the same starting point, use exported textures (smoothness in normals alpha using _ddna suffix, again seems you did this already, so just to make sure :) ), not the Substance Plugin for Lumberyard.

Next bump the smoothness value up to 255 in your LY material, if it's set to anything lower the smoothness map won't have any effect. This should fix it.

Remember that you'll have to use a specular map for metals to be displayed correctly.

answered 6 years ago
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I'm not an artist so I can't tell you if it looks correct. You could create a smoothness map with very obvious values like a checker pattern and test if the settings of your material in LY are correct.

answered 6 years ago
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Hello,

Thanks for quick reply.

I tried to set the smoothness value to 255 in my LY material and I get this result:

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If I set the value to 254, I get the same result, so I'm not sure the map is applied correctly.

I have a specular map defined, as you can see in the screenshot I made in the initial post.

I tried to play with lighting to make sure it wasn't because of the environment but that doesn't seem to be the case.

answered 6 years ago
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Hello Ihatenames,

I tried what you asked.

I've set a black diffuse color on my model.

Then I painted multiple stripes of specular overridden by multiple stripes of glossiness.

Specular

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Glossiness

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Substance Painter Result

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Amazon Lumberyard Result

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We can see that the mapping is working in AL (Amazon Lumberyard). However, the result is different. Maybe it has to do with the shader used in Substance Painter compared to AL?

In addition, the mapping is somewhat pixelized, even if I used 4k resolution.

If anyone used Substance Painter with Amazon Lumberyard, I would really appreciate your feedback on issues I'm having.

Thanks

answered 6 years ago
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Hello @REDACTEDUSER

Sorry for the delay, I've been working on something else.

I don't have the test I made any more, but I was able to get "similar" result by adjusting Specular and Smoothness values as you mentioned.

I'm happy to know that this is a known issue with Substance Designer and Substance Painter. I thought I was doing something wrong.

Thanks for your time

answered 6 years ago

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