If anyone here is having the same issues as I am with the latest version of Substance 3D Painter 8.3.1 on Steam, All you have to do (I think) is to simply change the new "tone map" option to **linear**. From what I can find about it, this new option is meant to convert any colour LUT you have active to linear space for your monitor. It is basically only a setting you have to change if your monitor isn't ACES compatible by default (plebs like myself with a normal IPS panel from like 8 years ago must use that). Substance 3D Painter 8.3.1 on Steam made a change to how LUTs work. If you don't have an ACES-compatible monitor, aka, you haven't spent several hundred to thousands on a monitor, you must change the new tone mapping option to match whatever your monitor is. ACES or Linear. Change it to linear and the LUT will go back to looking like UE4. Conclusion: The new "tone map" option remaps the dynamic range values of the viewport to fit the low dynamic range of the monitor and avoid clamping colours. This step is applied after the post-process effects and the colour profile.
bro bro....I just got a job and this problem was so irritating. I have never worked in unreal engine so I was getting irritated with frequent changes. You saved a lot of my time
Sad to say, but not really…. I did this and imported my mesh and textures into UE5 from Substance Painter, and the parts that contain metallic and roughness are totally out of whack. I’m substance painter they are a nice dull nickel plating like I wanted…in UE5 it looks like chrome. I’m still having to spend extra time creating multiply and scaler nodes in the material editor to adjust the values.
I'm trying this with the latest SP and UE5, with the same HDRI from PolyHaven but I can never get it to match. Can you perhaps make an update video? =)
yeah I never bothered and haven't had any issues. sometimes i have to adjust textures slightly in the material graph, but by the time you're setting up lighting and post processing and everything you'd probably be doing that anyways @@pawnix4122
In the current version, Painter ships with an OCIO/ACEScg built in, but its not enabled. Go to Edit > Project Configuration and scroll down to Color Management. Its current set to "Legacy". Change it to OCIO 1.2. All of your shaders wil have to recompile. Once done, back in the 3D viewport in the upper right corner you'll see that theres an indicator saying its in a ACES colorspace. Warning: This wont fix your out-of-date project, and you textures wil probably look out of whack. so this really needs to be done BEFORE you start painting.
If anyone here is having the same issues as I am with the latest version of Substance 3D Painter 8.3.1 on Steam,
All you have to do (I think) is to simply change the new "tone map" option to **linear**. From what I can find about it, this new option is meant to convert any colour LUT you have active to linear space for your monitor.
It is basically only a setting you have to change if your monitor isn't ACES compatible by default (plebs like myself with a normal IPS panel from like 8 years ago must use that).
Substance 3D Painter 8.3.1 on Steam made a change to how LUTs work. If you don't have an ACES-compatible monitor, aka, you haven't spent several hundred to thousands on a monitor, you must change the new tone mapping option to match whatever your monitor is. ACES or Linear. Change it to linear and the LUT will go back to looking like UE4.
Conclusion:
The new "tone map" option remaps the dynamic range values of the viewport to fit the low dynamic range of the monitor and avoid clamping colours. This step is applied after the post-process effects and the colour profile.
bro bro....I just got a job and this problem was so irritating. I have never worked in unreal engine so I was getting irritated with frequent changes. You saved a lot of my time
Great information. Does this applies to UE5 with latest substance painter?
Its so weird they dont have a preset built-in in substance painter.
but now there is a new option called Tone mapping function with two choice to select, linear and Aces. what to do?
I found the fix. Check my comment
Very cool, this helps tons. Does this still work with UE5?
Thanks man it was really helpful, i was going painter to ue5 and here and there trying to get best results in ue, this helped a lot of time....
Sad to say, but not really…. I did this and imported my mesh and textures into UE5 from Substance Painter, and the parts that contain metallic and roughness are totally out of whack. I’m substance painter they are a nice dull nickel plating like I wanted…in UE5 it looks like chrome. I’m still having to spend extra time creating multiply and scaler nodes in the material editor to adjust the values.
I'm trying this with the latest SP and UE5, with the same HDRI from PolyHaven but I can never get it to match. Can you perhaps make an update video? =)
You forgot to mentioned your "environment exposure" is set to 1.08. The default is 0, so does it need to be changed?
Nice!! it helpful thank you bro
thanks alot man this is work for unreal 5 ?!
Exactly what I was looking for ! Thanks a lot!
Thank you, this is very good information.
is this applicable for ue5
THANKS!
Thaaaaanks!
GOAT
if anybody more recently comes across this comment and figures out how to do this for the current versions, PLS respond to this lmao
I just tried it and it looks shit. I can't figure it out, sorry
yeah I never bothered and haven't had any issues. sometimes i have to adjust textures slightly in the material graph, but by the time you're setting up lighting and post processing and everything you'd probably be doing that anyways @@pawnix4122
I found the fix. Check my comment
In the current version, Painter ships with an OCIO/ACEScg built in, but its not enabled. Go to Edit > Project Configuration and scroll down to Color Management. Its current set to "Legacy". Change it to OCIO 1.2. All of your shaders wil have to recompile. Once done, back in the 3D viewport in the upper right corner you'll see that theres an indicator saying its in a ACES colorspace. Warning: This wont fix your out-of-date project, and you textures wil probably look out of whack. so this really needs to be done BEFORE you start painting.
@@JasonAdank thx
结果看起来并不理想
FIRST
Daddy Kim