It is known that 3ds Max applies a gamma / LUT correction based on preference settings (Customize > Preferences > Gamma and LUT) and bitmap gamma correction can be applied per bitmap on import (i.e. Automatic (reccommended; 2.2) vs. override (1.0)).
I don't know what the Substance to Corona converter is doing internally as far as gamma correction is applied, but the issue I am raising refers to using bitmaps generated by Substance tools (e.g. Designer, Painter, Alchemist) for the purposes of rendering in an external DCC.
The Substance to Corona converter automatically generates mix maps for the diffuse, reflection, and fIOR channels, but if users try to generate the shader from scratch using bitmaps exported from Substance tools, they will not know that mix maps are needed, how to configure the mix map, or when / where to apply the mix map; on top of the fact that there is a (sort of) arbitrary gamma correction being applied to different bitmaps. This is an obvious usability problem.
Does this make sense? If I create a substance in Designer to render in 3ds Max Corona Renderer, I have two options:
1. Export the .sbsar from Designer, import to Max Slate Material Editor, Substance to Corona converter
2. Export the bitmaps from Designer, import to Max Slate Material Editor, create the shader from scratch - this is where the usability problem starts because there is no official guidance about how this is supposed to be done correctly.