Author Topic: Issue with I-ray in substance painter  (Read 733 times)

Hi guys, a while ago I gave Iray in substance a try but I noticed a lot of oddity with it. Here is a test model I did -
right version: smoothed edges on any edge thats less than 90 degree
left version: hard edge and cut in uv so the shading can be closer to the high poly


here is high poly:


I brought it into Substance painter, after baking it looks fine in the viewport:


however, in I-ray, it shows bad seam on the left version, and weird buckling effect on the right version. its almost as if green channel is flipped:


normal map in painter:
.

I've also tried triangulating the geo, does not help either.



it looks fine in unreal though.

any ideas?


here are my hp and lp fbx:
lp: https://drive.google.com/open?id=1O98vysMPGiUAfn1Q2ix8uBkORObMqzEG
hp: https://drive.google.com/open?id=1nBm5ftxaBv1h4hPwgCjVFgC5df6Vw15L
Last Edit: June 23, 2019, 08:05:30 am

Iray tangent space is not synchronized with our real-time viewport, which can explains this kind of issue. This should improve in a future version but won't be fixed at 100% unfortunately because of some limitations in Iray itself.
Don't forget your log file. It can be exported from the Help menu of the software.
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Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.