Hi Substance team,
I hope you're well, I have an issue currently in our pipeline and maybe you can answer us.
Currently our pipeline is quite simple:
- we create a set of unique maps per objectThis is the painter one
This is the unreal one
As you can see the result is
quite similar, so all good.
- After that, we apply 3 tiling detail sets of normal, albedo gray scale and roughness, those sets are controled by mask and apply in overlay blendmode except the normal which is blend in detail normal:here's the
painter render
The UV:

Here's the
Unreal render:

The UV:

And here's the
photoshop render on albedo:

The tiling is not set for the photoshop version because it was to long for the test but you can see color value are good and mask are apply well.
As you can see,
photoshop and unreal are quite the same result (a bit to bright in UE4 due to unlit mode to isolate albedo), but painter not. I know that you have the same overlay blending method, so I search the reason why the render is so different in Painter.
I allready check for post processing, gamma/tone mapping, in fact the result will never be 1 for 1 but here the result is completly different. Panorama is the same too.
Overlay is apply at 100% in painter, photoshop and unreal, maps apply are verify and identical.
It's seems it's an sRGB issue; because painter convert albedo in sRGB right? And photoshop and Unreal (in our case because normal albedo roughness detail are blend in one map ) are in linear. I remember an option to trigger linear or sRGB for maps in Painter but I don't find it again.
Painter is part of our pipeline and it's a real issue to not get the same result between Painter and Unreal, but currently my master material seems get the good result when I do the blending in photoshop to verify.
If you can explain me where I miss, it should be great,
Have a nice day and see you soon,