Thanks for sharing the LUTs! I appreciate you touching on the differences between the two viewports, since that is one aspect not covered by the LUT and can create some additional discrepancies. My examples had these features disabled across both viewports: - No SSR, SSAO, bloom, or other post-effects - No raytracing in UE4 - Movable Skylight in UE4 with Lower Hemisphere is Solid Color unchecked(this is to use the full 360 HDRI) - Medium/High sampling quality in Painter(perceptually matched the UE4 skylight iirc) - Blue Correction/Fake Wide Gamut at 0 in UE4 UE4's Blue Correction and Fake Wide Gamut are not covered by the LUTs. Blue Correction shifts ACES2065-1 primaries slightly to work around the issue of pure blue becoming purple before fully desaturating. Fake Wide Gamut extends the sRGB primaries to an arbitrary color space beyond P3 to increase saturation. Their usefulness is subjective and may not even be noticed in every situation, so it doesn't hurt to disable it for comparisons at least.
No, thank YOU for taking the time to make this sir! I use this all the time, in fact I never use Painter without it. So MAJOR SHOUTOUT to you! I made sure to credit you in the description. I apologize for not doing so in the video. Yeah I noticed exactly what you mentioned above, hence why I decided to just go with the Pathtracer in UE4, and iRay in Painter. Things are a LOT closer in similarity that way. :) Thank you for writing up the list of things you disabled! That will help others get closer results for sure. I think the most important thing here though is that you're getting a much more similar preview in Painter to what you can expect in Unreal.
@@WilliamFaucher I dunno why, but the default settings are actually showing me more details in the highlights and the LUT profile causes a loss of detail. Is perhaps because of the material (i.e. gloss/reflection setting) rather than the LUT?
Are you sure you got all the settings right? Changed the space to log, then used the lut? It's real hard to answer your question without any images. It really does sound to me like you missed a step. The example I showed here in the video isn't a singular case of things looking better with the lut, it is pretty universal. Been using this for years.
@@WilliamFaucher Yep, followed all the steps. I actually had tried the LUT several months back and retried now after watching your video. While it definitely looks closer to what I see in Unreal in terms of the punchiness, I'm just not sure if the highlights thing is due to the LUT or due to the material settings. Eitherway, the LUT (and Unreal too) shows less details in the highlights from what I recall (have to check Unreal again to be sure). Is there a way to share images here? I'm not aware if UA-cam comments allows to share links. In the settings, in Tone Mapping, Exposure and Gamma are both set to 1 and Mapping Factor is 32. White Point in the Colour Profile is 1 as well. I think these are the defaults but let me know otherwise.
@William Faucher Just recently an update to Color Management in 3D Substance Painter came out, similar to ACES 1.2 as you showed in one of the past videos. It would be great if you could update on how to properly transfer from Substance to Unreal using Adobe's new tools. I hope this is in the plans - would really appreciate it. Thanks!
my only complaint is that i wish i found this when i first started with substance.. or that they included this as an essential part of their kit because honestly this download is essential. thanks for sharing mate you've saved me a lifetime of pain, suffering, and torment.
I totally agree, that and I wish they had the option to export directly in ACES colorspace. Would make things easier! Thanks for watching, and good luck!
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.
Using the ACES LUT makes a lot of sense - it properly rounds off the hilights avaoiding RGB clipping - it desaturates hilights and provides a smooth clip, as opposed to a hard clip. This all emulates how photographic film responds to light, and that's fascinating.
Hey William, thanks for the great video. I recently swapped over to an ACES workflow in Maya and Nuke, and it will be great to finally include the same info in Painter. Cheers!
Thanks for all the work you do and this was an awesome video even till this day. I hate having to constantly edit my textures to match the tone of what I was going for because substance painters viewport is wildly different. Can't thank you enough sir!
Very nice trick. This is always a problem in my workflow. Other big factor is the export settings of the textures and the material nodes in Unreal, especially for metallic materials.
If you are setting up your textures and materials correctly in Unreal, everything should look the same as in Painter. Common mistakes include not unchecked "sRGB" in the data maps (roughness, metalness, AO, etc). Leaving the sRGB checkbox checked on these textures will result in incorrect shading, and you'll be ripping your hair out trying to figure out why!
can you please make updated version of this as painter now has color management in setting, I don't know if I should use this or substance setting that is available now.
Hi, Linear is not a color space, what you are trying to say is not to use sRGB as the color space and go for ACES instead. Now Linear, Log, 2.2 this are gamma spaces and can be applied to any color space. Thank you for the video.
Thanks for commenting! I don't think I ever said Linear was a colorspace? I just said Linear Space I believe. But you are correct of course. By default, Painter is set to linear. To get the lut displayed correctly, we change it to Log, and apply the ACES Color Profile. The lut is not changing the colorspace of the textures either, everything is still in sRGB. The lut won't increase the gamut into a full ACEScg colorspace. It's just going to give you a better, more accurate preview of what you can expect to see in Unreal.
Another brilliant video, gosh! I love that you are to the point and have timeline in the description. I was trying to find out what colorspace needs to be between Painter and Unreal. Kudos to you and Brian Leleux. Latest Painter has Adobe ACE profile, is that something one should avoid when working with UE < > Painter. Stick with this UE4 Aces color profile in Painter as shown in this video for now when using UE5?
It would be interesting a video that shows the export preset for the textures in SP and how you introduce them in the UE. Regarding the UE color space, do you make any changes or everything by default? Thanks, very useful
I don't change anything in Unreal, no! I just use the regular UE4 export preset in Substance Painter. Then I import them into UE as you would any other texture. I don't make ANY changes in UE4. It is really a simple as that. The only thing I often see people doing wrong is they have their data maps with "sRGB" checked once they are in Unreal. So for example, if you open your roughness texture in Unreal, sRGB should be UNCHECKED. This is because it is a data map, not a color map. So everything that is data (Roughness, Metalness, AO, etc) should have sRGB UNCHECKED. Only albedo maps should have sRGB checked. Or any other color-based map. But this goes beyond the scope of what I was trying to teach in this video, and should be standard procedure anyway.
@@WilliamFaucher For normal maps Unreal automatically detects them and disables the sRGB checkbox automatically for you. As normal maps are meant to be raw. Only displayable color (Alebdo, Base Color) should be set to sRGB.
@Omar Hesham Yup. You are absolutely correct. Not sure why I said normal map and albedo. Must be tired and didn't realise what I typed so thanks for the heads up! I was talking about the other data maps such as Roughness, Metallic, AO maps. Unreal doesn't disable sRGB for those automatically unfortunately. It doesn't really have a way to know.
does this LUT trick can work with other ACES profile for UNITY 3D and BLENDER FILMIC, i have hard time convert and match the ACES color profile on those to perfectly match.
It does! To quote the guy who created this lut: "The other LUT included with the download, ACES_Standard_Log, should match other viewports a little better. The UE4 one includes Epic's gain to remap linear 0.18 to 0.5 in display space, which makes it a tiny bit brighter than the reference version used in Standard. Unity defaults to an approximation of ACES, so there might be some very minor differences there too, but you can enable the full reference version in the shader if needed."
Thank you for the great video! Ive been spending so much time going back and forth from Painter to Unreal trying to make my textures match Painter's viewport. I was wondering if this is still relevant to Unreal 5 and Painter v7.4.1?
Appriciate for the fantastic Viewport matching Will, May I ask are there any specific settings on HDR/exr in substance and UE? I'm currently trying to match the effects on UE5 but since they all their own default HDR. I'm not sure which one should I follow
Color science is really tricky because it depends on what your target platform is. If it's just games in a game engine, I highly doubt that engines are benefiting from the wider color gamut of textures it likely gets compressed to JPG anyway. So you're not using rec.2020. Unless you're authoring stuff for film, HDR in games is likely just a brighter image and the colorspace of your textures probably doesnt matter much. Don't take my word for it though.
Hiya, do you have any tips on setting up OCIO? Having a rough time getting thet textures looking right in Blender :( If not I'll have to use this method. Thx much for the video!
There is always so much work around ACES in most DCC apps that I can't believe(hah) it is enabled in UE4 by default, isn't it? If so, how ue4 handles updates for ACES config files? I would love to see more in-depth video about ACES pipeline. Thanks for your videos, enjoying watching them.
First off, thanks for watching! So, Unreal uses linear sRGB textures, and applies an ACES (1.0.3) tonemapper to give it the filmic look. If I'm not mistaken, UE4 Converts linear sRGB to ACEScg internally. You don't need to convert your textures to ACES colorspace, stick with linear sRGB. This lut just previews that tonemapper in Painter, so you can know what to expect in Unreal. As far as I know, you can't change any of the OCIO config files in Unreal.
Thx for the excellent video tutorial: Now in Adobe Painter 2022 in Active Color profile, when we select the Profile, there is this new "Function" value under Tone Mapping. Do we need to change it from its default from "ACEs" to "Linear"? And if yes can you update the video with a note?
Great information William, just checking if my knowledge of this is correct but, this only works for viewing the colors not working with them right? Meaning, if you pick a color using the picker, or even when you go to chose one by hand what you pick and what you get in the viewport is not going to match 100 percent right? Thanks for the content!
Hi thanks for another great tutorial, I just wondered is there a way of saving these settings as a default start up in Sub Painter. At the mo I am setting this up every time I open painter and sometimes I forget.
Hi William I am working on a film shoot, I prepared a whole lot of architecture, medieval city. Individual buildings, castles, churches etc I accepted with the director by sending renders from Substance Painter. In Unreal rendering, everything looks different. Your video sheds some light. But I still do not understand some things. I did a test. The same HDR to light the scene, redner in Maya Arnold and UNreal. It can be assumed that they look identical. The difference is between Substance PAinter. Why Substance shows us different image in viuport, than what will be in renders, Arnold, Unreal. What sense does it make. When We works on the image, color, value. I would like what Substance shows us to be what I get in the render.
hahah! it's not super clear, but you can see that it's no longer clipped pure white with the LUT. There's an ever-so-slight amount of detail, subtle, but it's there. Makes a huge difference!
this sure is helpful but i'm a beginner and i can't seem to understand what lut and aces is. Although the explanation was really well versed so i just memorized the procedure. Can you, if possible, share some resource where i can get what lut is.. thank you soo much
Using this workflow and adding the LUT to substance painter, would you still set your exported packed ao, rough, metal maps to linear (uncheck srgb) when back in UE?
Nice tutorial sir, Very useful!! Thank you I have one question, I don't see Path tracing on my Lit Tap, How do I set that up? I have al the Ray tracing activated.
Hi. What's the name of the Environment Map you use in Substance Painter? I think it says gamrig_4K...? but is that its actual name? And where can I download it from? Thanks.
I know right?! I wish this was included by default!
3 роки тому
Hi, can you please make same video for substance designer? Think colors only works on raw, but not with source materials. Thank you (SD vs UE different colors, washed out)
I already did what is told here, but the result still not the same, so I guess besides of the luts, camera and lighting also need to be set.. so how can I match the camera and the lighting in UE4 and SP? Thank you!
That is correct. If you look at the pinned comment here, you'll see what the creator disabled to get a matching result. Unreal has a LOT of postprocess effects that should be disabled to get a matching result. For example, as I state in the video, I used Unreal's Pathtracer to get a matching result with Substance Painters Pathtracer/iRay.
How to do the Opposite of this? Let's say I have a scene in unreal with PostProcess (PP) applied but now I want that PP data as LUT in substance so now substance will also match individual project's custom PP effects.
I'm wrestling with these massively overblown highlights but I export the 2d view for a baked look and it doesn't export it as seen with my colour space! It's very frustrating and I don't know how to fix this. I think I'm just stuck with the default overblown render.
hi, william, quick question here, is this applicable for ue5, I am about to start texturing in painter and then export it in ue5, should I use this lut or not?, also what color setting should I choose in project setting as the new one has few to choose from, like opencolor, adobe and legacy, or does it matter much. ( its for my environment ar showreel)
Hey man is this applied the same to other software like Blender? I always have problem matching colors , when I am making textures with Blender for Unreal . Either they appeared too saturated or the opposite.
Could you make a tutorial for the unreal scene setup, please? i figured out i needed a cubemap, went out to get the PS plugin and builded the thing, got it inside HDRI Backdrop wich was also a plugin for unreal, set up pathtracing lightning and my results are just horrible and nowhere near my substance painter screenshot.
This made my day! So glad to hear this has helped you! Just a bonus tip in case you don't know, be sure to uncheck "sRGB" in your texture settings in Unreal for your Roughness, Metallic, and AO maps. You probably already know this, but it never hurts to spread the good word. Happy new year to you!
For what its worth, the reason Substance uses a linear space is so that you can calibrate your textures. If you calibrate your textures within a specific, non-linear space (i.e. default ACES in UE4), you may find your textures are not correct when changing to different spaces or different ACES values. You are better disabling Tonemapping in UE4, rather than enabling it in Substance if you are doing color-sensitive work that needs to have correct (for real world) values, and turn tonemapping on/off as your work progresses to ensure your textures look correct.
It's a very good thing that Substance has a linear space, for sure! Disabling the tonemapper in unreal is a good approach if you are rendering out frames, but that's not the case for lots of people out there. If you're working on a game, you're going to be keeping that tonemapper on. So this lut gives a much better interpretation of what you can expect directly in the engine. This lut does not affect the OUTPUT of your textures in any way. It doesn't affect the colorspace or color primaries of your exports. It still exports in linear SRGB. The lut just gives you a much better viewport experience, and helps you see what you can expect in Unreal. Even if you disable the tonemapper in Unreal for rendering purposes, this lut won't really affect that at all.
@@WilliamFaucher I agree it feels easier to work with. It makes a difference if you're calibrating hand-painted textures against photo scanned assets - the tonemapper values can be changed in Unreal, and you can inadvertently over-compensate on you textures in one scene, that leads to different results in another scene that has different tonemapper values. The whole point of PBR is that it works consistently in every lighting environment. If you author to a biased view (adjusted by non-linear tonemapping), you break that central tenet and can no longer guarantee consistency. All I'm suggesting is use a variety of lighting and tonemapper setups, to ensure consistency - Substance uses linear for a reason, and I feel there's value in understanding why :).
Of course, working with a linear preview has its uses. There's a time and place for that. I'm not saying linear is the devil! This lut was based on the default UE4 Tonemapper, of course if you go changing it, it sort of defeats the whole purpose. For my own cases, I use this lut even if I'm stripping the tonemapper away when I render out frames in EXR. So far it has worked splendidly.
I have a lot of objects to edit every day and Painter can't include those settings in a template. So there is a risk that I sometimes forget to set the display settings accordingly and then objects that belong together end up looking different. So I'd rather stick with my old workflow, which is based on getting a feel for how things will look outside of Painter.
Adobe must watch this and make some kind of builtin solution....because substance painter and unreal is already standard in entertainment industry. Thanks for sharing.
Hi , can you help please? Im learning blender + susbstance painter 3D. I have a different Color profiles in Blender and SP3D , how can i set (or from where should i download) exact same profile in SP3D to get same efect after importing my materials to Blender? Thank you so much.
if it's strictly for blender you will want to look at ACES for blender, you'll utilize ACES 1.2 which will match SP 1:1. If you intend to port over to UE5, it will not work quite the same as they'll look different, in which case i'd say stick to this and accept the fidelity not looking the same in blender as it's an intermediate medium.
Hi Thanks for this! in the Adobe substance 3d painter version, it has now a tone mapping function in the activate color profile, The options are Linear or ACES, but if I choose aces, it kinda washes everything out. while the linear feels to contrasty. Any thoughts on this new setting? Thanks!
Thanks for sharing the LUTs! I appreciate you touching on the differences between the two viewports, since that is one aspect not covered by the LUT and can create some additional discrepancies.
My examples had these features disabled across both viewports:
- No SSR, SSAO, bloom, or other post-effects
- No raytracing in UE4
- Movable Skylight in UE4 with Lower Hemisphere is Solid Color unchecked(this is to use the full 360 HDRI)
- Medium/High sampling quality in Painter(perceptually matched the UE4 skylight iirc)
- Blue Correction/Fake Wide Gamut at 0 in UE4
UE4's Blue Correction and Fake Wide Gamut are not covered by the LUTs. Blue Correction shifts ACES2065-1 primaries slightly to work around the issue of pure blue becoming purple before fully desaturating. Fake Wide Gamut extends the sRGB primaries to an arbitrary color space beyond P3 to increase saturation. Their usefulness is subjective and may not even be noticed in every situation, so it doesn't hurt to disable it for comparisons at least.
No, thank YOU for taking the time to make this sir! I use this all the time, in fact I never use Painter without it. So MAJOR SHOUTOUT to you! I made sure to credit you in the description. I apologize for not doing so in the video.
Yeah I noticed exactly what you mentioned above, hence why I decided to just go with the Pathtracer in UE4, and iRay in Painter. Things are a LOT closer in similarity that way. :)
Thank you for writing up the list of things you disabled! That will help others get closer results for sure. I think the most important thing here though is that you're getting a much more similar preview in Painter to what you can expect in Unreal.
@@WilliamFaucher I dunno why, but the default settings are actually showing me more details in the highlights and the LUT profile causes a loss of detail. Is perhaps because of the material (i.e. gloss/reflection setting) rather than the LUT?
Are you sure you got all the settings right? Changed the space to log, then used the lut? It's real hard to answer your question without any images. It really does sound to me like you missed a step.
The example I showed here in the video isn't a singular case of things looking better with the lut, it is pretty universal. Been using this for years.
@@WilliamFaucher Yep, followed all the steps. I actually had tried the LUT several months back and retried now after watching your video. While it definitely looks closer to what I see in Unreal in terms of the punchiness, I'm just not sure if the highlights thing is due to the LUT or due to the material settings. Eitherway, the LUT (and Unreal too) shows less details in the highlights from what I recall (have to check Unreal again to be sure).
Is there a way to share images here? I'm not aware if UA-cam comments allows to share links.
In the settings, in Tone Mapping, Exposure and Gamma are both set to 1 and Mapping Factor is 32.
White Point in the Colour Profile is 1 as well. I think these are the defaults but let me know otherwise.
you're a legend mate, thanks for helping us out.
@William Faucher
Just recently an update to Color Management in 3D Substance Painter came out, similar to ACES 1.2 as you showed in one of the past videos. It would be great if you could update on how to properly transfer from Substance to Unreal using Adobe's new tools. I hope this is in the plans - would really appreciate it. Thanks!
my only complaint is that i wish i found this when i first started with substance.. or that they included this as an essential part of their kit because honestly this download is essential. thanks for sharing mate you've saved me a lifetime of pain, suffering, and torment.
I totally agree, that and I wish they had the option to export directly in ACES colorspace. Would make things easier! Thanks for watching, and good luck!
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.
Using the ACES LUT makes a lot of sense - it properly rounds off the hilights avaoiding RGB clipping - it desaturates hilights and provides a smooth clip, as opposed to a hard clip. This all emulates how photographic film responds to light, and that's fascinating.
Thanks so much. Ive had so much trouble with viewport differences
As of newer versions, Substance Painter natively supports ACES, which will also affect the display of the 2D viewport and base color channel.
also this LUT doesn't work anymore for me since they introduced the native ACES in substance painter
@@hani_issa has either of you found a fix for this?
It's really bothering me, been googling for a while and can't really seem to find anything useful.
You're a genius ! Every time i look at one of your video.. I say think YOU ! YOU'RE THE BEST !
Thank you man for showing me something I didn't even think can be fixed! Thanks once again
Cheers! Happy to help!
Wow, just tried this out. You saved me a lot of future headaches. Thanks for sharing.
Thanks man! Im completly new at Unreal and this help me so much
Hey William, thanks for the great video. I recently swapped over to an ACES workflow in Maya and Nuke, and it will be great to finally include the same info in Painter. Cheers!
That's great! Hope it helps!
I'm not really a Substance user but just had to give a thumbs up for Master Chief 🤙🏾
Thanks so much man! Keep up your fantastic tutorials. You've been killin' it lately!
@@WilliamFaucher You as well my friend I keep seeing a lot of your Sequencer tips popping up on my timelines. Keep up the great work 🤙🏾
You are my professor. From south korea.. you r the best
Wow thank you! Greetings from Norway :)
Absolute legend... like everybody else has said, why isn't this part of substances package?!! saving me so much frustration!
Thanks for all the work you do and this was an awesome video even till this day. I hate having to constantly edit my textures to match the tone of what I was going for because substance painters viewport is wildly different. Can't thank you enough sir!
Very nice trick. This is always a problem in my workflow. Other big factor is the export settings of the textures and the material nodes in Unreal, especially for metallic materials.
If you are setting up your textures and materials correctly in Unreal, everything should look the same as in Painter.
Common mistakes include not unchecked "sRGB" in the data maps (roughness, metalness, AO, etc). Leaving the sRGB checkbox checked on these textures will result in incorrect shading, and you'll be ripping your hair out trying to figure out why!
can you please make updated version of this as painter now has color management in setting, I don't know if I should use this or substance setting that is available now.
Hi William, incredible content. Is this workflow still remaining the same ? Thank you for the amazing content here.
Damn this is golden! Thanks!!
Sadly i couldn't find a way to make these settings as the default start-up settings for SP
I actually texture in substance designer, wish this worked there too. Still thanks you and thanks to Brian!
I wish I could help you out with designer! Thanks for writing though :)
Man Ive been following you channel for sometime now and I gotta say that you are a freaking god!
Thanks so much!
thanks for your video!! maybe someone already ask that is it same in ue5 too?
For the most part yes!
Hi, Linear is not a color space, what you are trying to say is not to use sRGB as the color space and go for ACES instead. Now Linear, Log, 2.2 this are gamma spaces and can be applied to any color space. Thank you for the video.
Thanks for commenting! I don't think I ever said Linear was a colorspace? I just said Linear Space I believe. But you are correct of course. By default, Painter is set to linear. To get the lut displayed correctly, we change it to Log, and apply the ACES Color Profile. The lut is not changing the colorspace of the textures either, everything is still in sRGB. The lut won't increase the gamut into a full ACEScg colorspace. It's just going to give you a better, more accurate preview of what you can expect to see in Unreal.
@@WilliamFaucher 4:25
Awesome, does it also work for UE5?
Another brilliant video, gosh! I love that you are to the point and have timeline in the description. I was trying to find out what colorspace needs to be between Painter and Unreal. Kudos to you and Brian Leleux. Latest Painter has Adobe ACE profile, is that something one should avoid when working with UE < > Painter. Stick with this UE4 Aces color profile in Painter as shown in this video for now when using UE5?
Hi there!
I wouldn't bother using this anymore, you can just use the ACES profile in Painter that is now built in I believe!
Excellent! Amazing tip, very helpful and super well-explained. Thanks a lot
Cheers man! Thanks for watching!
It would be interesting a video that shows the export preset for the textures in SP and how you introduce them in the UE. Regarding the UE color space, do you make any changes or everything by default?
Thanks, very useful
I don't change anything in Unreal, no! I just use the regular UE4 export preset in Substance Painter. Then I import them into UE as you would any other texture. I don't make ANY changes in UE4. It is really a simple as that.
The only thing I often see people doing wrong is they have their data maps with "sRGB" checked once they are in Unreal. So for example, if you open your roughness texture in Unreal, sRGB should be UNCHECKED. This is because it is a data map, not a color map. So everything that is data (Roughness, Metalness, AO, etc) should have sRGB UNCHECKED.
Only albedo maps should have sRGB checked. Or any other color-based map.
But this goes beyond the scope of what I was trying to teach in this video, and should be standard procedure anyway.
@@WilliamFaucher For normal maps Unreal automatically detects them and disables the sRGB checkbox automatically for you. As normal maps are meant to be raw. Only displayable color (Alebdo, Base Color) should be set to sRGB.
@Omar Hesham Yup. You are absolutely correct. Not sure why I said normal map and albedo. Must be tired and didn't realise what I typed so thanks for the heads up!
I was talking about the other data maps such as Roughness, Metallic, AO maps. Unreal doesn't disable sRGB for those automatically unfortunately. It doesn't really have a way to know.
@@WilliamFaucher Great! Thank you for the edit. Cheers
Does anyone knows if this is still working in UE 5? Thanks in advance!
Thanks for the explanation! How to match the opacity in both? They are completly differnet in my case.
does this LUT trick can work with other ACES profile for UNITY 3D and BLENDER FILMIC, i have hard time convert and match the ACES color profile on those to perfectly match.
It does! To quote the guy who created this lut:
"The other LUT included with the download, ACES_Standard_Log, should match other viewports a little better. The UE4 one includes Epic's gain to remap linear 0.18 to 0.5 in display space, which makes it a tiny bit brighter than the reference version used in Standard. Unity defaults to an approximation of ACES, so there might be some very minor differences there too, but you can enable the full reference version in the shader if needed."
This is absolutely AWESOME!
Thank you so so much for this work man, So helpful and Easy to install and use, wooow!
Best regards man!
Wow what a diffrence it makes. Thank you :)
MAN you SAVED my live.
Thank you for the great video! Ive been spending so much time going back and forth from Painter to Unreal trying to make my textures match Painter's viewport. I was wondering if this is still relevant to Unreal 5 and Painter v7.4.1?
Appriciate for the fantastic Viewport matching Will, May I ask are there any specific settings on HDR/exr in substance and UE? I'm currently trying to match the effects on UE5 but since they all their own default HDR. I'm not sure which one should I follow
Color science is really tricky because it depends on what your target platform is. If it's just games in a game engine, I highly doubt that engines are benefiting from the wider color gamut of textures it likely gets compressed to JPG anyway. So you're not using rec.2020.
Unless you're authoring stuff for film, HDR in games is likely just a brighter image and the colorspace of your textures probably doesnt matter much. Don't take my word for it though.
Hiya, do you have any tips on setting up OCIO? Having a rough time getting thet textures looking right in Blender :( If not I'll have to use this method. Thx much for the video!
There is always so much work around ACES in most DCC apps that I can't believe(hah) it is enabled in UE4 by default, isn't it? If so, how ue4 handles updates for ACES config files? I would love to see more in-depth video about ACES pipeline. Thanks for your videos, enjoying watching them.
First off, thanks for watching!
So, Unreal uses linear sRGB textures, and applies an ACES (1.0.3) tonemapper to give it the filmic look. If I'm not mistaken, UE4 Converts linear sRGB to ACEScg internally. You don't need to convert your textures to ACES colorspace, stick with linear sRGB.
This lut just previews that tonemapper in Painter, so you can know what to expect in Unreal. As far as I know, you can't change any of the OCIO config files in Unreal.
Thx for the excellent video tutorial: Now in Adobe Painter 2022 in Active Color profile, when we select the Profile, there is this new "Function" value under Tone Mapping. Do we need to change it from its default from "ACEs" to "Linear"? And if yes can you update the video with a note?
Can you please do a tutorial on how to set u ACES for unreal especially movie render queue and the viewport?
Great information William, just checking if my knowledge of this is correct but, this only works for viewing the colors not working with them right? Meaning, if you pick a color using the picker, or even when you go to chose one by hand what you pick and what you get in the viewport is not going to match 100 percent right?
Thanks for the content!
Thanks a lot... This really is what I was looking for...
Hi thanks for another great tutorial, I just wondered is there a way of saving these settings as a default start up in Sub Painter. At the mo I am setting this up every time I open painter and sometimes I forget.
William, ma boy, you are a god send!
Thanks so much!
Hi William
I am working on a film shoot, I prepared a whole lot of architecture, medieval city. Individual buildings, castles, churches etc I accepted with the director by sending renders from Substance Painter. In Unreal rendering, everything looks different. Your video sheds some light. But I still do not understand some things. I did a test. The same HDR to light the scene, redner in Maya Arnold and UNreal. It can be assumed that they look identical. The difference is between Substance PAinter. Why Substance shows us different image in viuport, than what will be in renders, Arnold, Unreal. What sense does it make. When We works on the image, color, value. I would like what Substance shows us to be what I get in the render.
We can set Aces 1.2 in the substance painter preferences. It would be nice to have a new movie that highlights this feature.
Dude that helmet is amazing! by far the best one i've seen & the lighting really tops it off
Thanks for sharing this !
You're welcome!
Cool. What texture file format and bit depth should we use for the different channels?
very helpful, that linear highlight was so annoying, thanks
I love your videos :) and man, thank you so much for this hidden gem of a trick! :D
Thank you! The pleasure is mine :)
C’mon William, take a day off from all this awesomeness. I can only absorb so much of this goodness a day!
Hahah enjoy!
Very useful video... as usual, thanks a lot !!!
"See there are always the details in bright area"
UA-cam Compression: NEIN!
hahah! it's not super clear, but you can see that it's no longer clipped pure white with the LUT. There's an ever-so-slight amount of detail, subtle, but it's there. Makes a huge difference!
this sure is helpful but i'm a beginner and i can't seem to understand what lut and aces is. Although the explanation was really well versed so i just memorized the procedure. Can you, if possible, share some resource where i can get what lut is.. thank you soo much
Life Saver video. Thank You.
Hi William! Do you know if this also happens with Marmoset ? Thanks for this tips.
I don't think it does, I haven't actually used Marmoset since 2015 though, so take that with a grain of salt :P
Hi, Under the Activate Color Profile area, there is a new setting to choose Linear or ACES. I reckon we should choose ACES?
Using this workflow and adding the LUT to substance painter, would you still set your exported packed ao, rough, metal maps to linear (uncheck srgb) when back in UE?
Such a valuable tip, thanks!!
Cheers! Thanks for watching!
This is a great piece of information, thanks man!
The pleasure is mine! Thanks for writing!
A problem. The new version has got a new setting for tonemapping called Tonemapping function. What I am supposed to select there?
Exactly what I needed, much appreciated vid!
Cheers! Glad it helped!
Great video as always! Great topic! :)
Thanks so much! I'm just glad it could help!
Nice tutorial sir, Very useful!! Thank you
I have one question, I don't see Path tracing on my Lit Tap, How do I set that up? I have al the Ray tracing activated.
I'm not at my pc right now but I seem to remember pathtracing being its own tab you need to add, independent of others?
Life saver, thank you!
Thank you so much for every tutorial you've put up
The pleasure is mine!
This is gold!
Thank you!
Hi. What's the name of the Environment Map you use in Substance Painter? I think it says gamrig_4K...? but is that its actual name? And where can I download it from? Thanks.
OMGosh! Thank you for this! Such a time saver :)
I know right?! I wish this was included by default!
Hi, can you please make same video for substance designer? Think colors only works on raw, but not with source materials. Thank you (SD vs UE different colors, washed out)
Thank you, this is super useful!
Thanks a lot, William! You're always so helpful.
I already did what is told here, but the result still not the same, so I guess besides of the luts, camera and lighting also need to be set.. so how can I match the camera and the lighting in UE4 and SP? Thank you!
That is correct. If you look at the pinned comment here, you'll see what the creator disabled to get a matching result. Unreal has a LOT of postprocess effects that should be disabled to get a matching result.
For example, as I state in the video, I used Unreal's Pathtracer to get a matching result with Substance Painters Pathtracer/iRay.
How to do the Opposite of this? Let's say I have a scene in unreal with PostProcess (PP) applied but now I want that PP data as LUT in substance so now substance will also match individual project's custom PP effects.
Amazing video and thank you
Keep it up 🤘🤘
I wonder if there is a LOG for CS2, Sourse 2 somewhere.
Thank you for this tutorial!
Does anybody know how to save these settings as standard?
This would save a lot of time
I'm wrestling with these massively overblown highlights but I export the 2d view for a baked look and it doesn't export it as seen with my colour space! It's very frustrating and I don't know how to fix this. I think I'm just stuck with the default overblown render.
hi, william, quick question here, is this applicable for ue5, I am about to start texturing in painter and then export it in ue5, should I use this lut or not?, also what color setting should I choose in project setting as the new one has few to choose from, like opencolor, adobe and legacy, or does it matter much. ( its for my environment ar showreel)
Hey man is this applied the same to other software like Blender? I always have problem matching colors , when I am making textures with Blender for Unreal . Either they appeared too saturated or the opposite.
Thanks a lot Will - this has helped massively. Great content - have a sub, sir!
Thanks so much! Welcome to the community!
Could you make a tutorial for the unreal scene setup, please? i figured out i needed a cubemap, went out to get the PS plugin and builded the thing, got it inside HDRI Backdrop wich was also a plugin for unreal, set up pathtracing lightning and my results are just horrible and nowhere near my substance painter screenshot.
The Post Effect option isn't available in MacOS. It doesn't surprise me :( Anyway, thank you for the video.
Ugh, this solved a week of banging my head against the wall. ty
This made my day! So glad to hear this has helped you! Just a bonus tip in case you don't know, be sure to uncheck "sRGB" in your texture settings in Unreal for your Roughness, Metallic, and AO maps. You probably already know this, but it never hurts to spread the good word.
Happy new year to you!
You are awesome, thank you!
For what its worth, the reason Substance uses a linear space is so that you can calibrate your textures. If you calibrate your textures within a specific, non-linear space (i.e. default ACES in UE4), you may find your textures are not correct when changing to different spaces or different ACES values.
You are better disabling Tonemapping in UE4, rather than enabling it in Substance if you are doing color-sensitive work that needs to have correct (for real world) values, and turn tonemapping on/off as your work progresses to ensure your textures look correct.
It's a very good thing that Substance has a linear space, for sure! Disabling the tonemapper in unreal is a good approach if you are rendering out frames, but that's not the case for lots of people out there. If you're working on a game, you're going to be keeping that tonemapper on. So this lut gives a much better interpretation of what you can expect directly in the engine.
This lut does not affect the OUTPUT of your textures in any way. It doesn't affect the colorspace or color primaries of your exports. It still exports in linear SRGB. The lut just gives you a much better viewport experience, and helps you see what you can expect in Unreal. Even if you disable the tonemapper in Unreal for rendering purposes, this lut won't really affect that at all.
@@WilliamFaucher I agree it feels easier to work with. It makes a difference if you're calibrating hand-painted textures against photo scanned assets - the tonemapper values can be changed in Unreal, and you can inadvertently over-compensate on you textures in one scene, that leads to different results in another scene that has different tonemapper values.
The whole point of PBR is that it works consistently in every lighting environment. If you author to a biased view (adjusted by non-linear tonemapping), you break that central tenet and can no longer guarantee consistency.
All I'm suggesting is use a variety of lighting and tonemapper setups, to ensure consistency - Substance uses linear for a reason, and I feel there's value in understanding why :).
Of course, working with a linear preview has its uses. There's a time and place for that. I'm not saying linear is the devil!
This lut was based on the default UE4 Tonemapper, of course if you go changing it, it sort of defeats the whole purpose.
For my own cases, I use this lut even if I'm stripping the tonemapper away when I render out frames in EXR. So far it has worked splendidly.
I have a lot of objects to edit every day and Painter can't include those settings in a template. So there is a risk that I sometimes forget to set the display settings accordingly and then objects that belong together end up looking different. So I'd rather stick with my old workflow, which is based on getting a feel for how things will look outside of Painter.
Thanks!
is there any update on this workflow and ACES on UE5?
Adobe must watch this and make some kind of builtin solution....because substance painter and unreal is already standard in entertainment industry. Thanks for sharing.
Hello William can you tell me please ,i possible config aces enviroment in ue4 or 5?
Thanks
Hi , can you help please? Im learning blender + susbstance painter 3D. I have a different Color profiles in Blender and SP3D , how can i set (or from where should i download) exact same profile in SP3D to get same efect after importing my materials to Blender? Thank you so much.
if it's strictly for blender you will want to look at ACES for blender, you'll utilize ACES 1.2 which will match SP 1:1.
If you intend to port over to UE5, it will not work quite the same as they'll look different, in which case i'd say stick to this and accept the fidelity not looking the same in blender as it's an intermediate medium.
Great video!
Thanks Omar!
Thank You!
You're very welcome!
Can we use that for Arnold too?
Thanks man !
You're very welcome!
Is this working also with Marmoset Toolbag 3?
Hi Thanks for this!
in the Adobe substance 3d painter version, it has now a tone mapping function in the activate color profile,
The options are Linear or ACES, but if I choose aces, it kinda washes everything out. while the linear feels to contrasty.
Any thoughts on this new setting?
Thanks!
bump
Thanks alot could you do another one for unreal 5