Author Topic: Aces ColorProfile for Substance Painter  (Read 12635 times)

Hi, I work in TV and Film in Canada, we are trying to use substance painter more for our pipe. The current problem we are running into is that substance is not configured for Aces, currently we are correcting the maps inside Nuke after export for import into Renderman.

Can anyone shed some light on getting the Aces config for the color profile. An example of this is seen here in a recent article featuring an asset for Tomb Raider :

Thank you!

You can use the OpenColorIO tools to generate an Aces (or any other ocio profile) LUT texture to use in Substance Painter:

You can then use that LUT texture in the color profile slot in the camera settings window and save the project as a template so that artists don't have to setup the color profile each time.

Bumping this in case anyone else is still looking for a way to use ACES in Painter. Since my last post, I re-did the LUT and got it to look pretty close to Unreal's implementation. It has a bit of a manual adjustment in the color space transform to match Unreal a little better. (Feel free to download for free. I'm just using Gumroad to 'host' files, some that may or may not cost)

If someone familiar with the subject at Allegorithmic could offer some insight, I am curious about the importance sampling of Painter. I know Unreal uses split-sum approximation with importance sampling(1 spp?) for a few mips of roughness and that difference probably has the largest impact on separating the viewports(aside from ACES). Based on the comparison images(, is that what causes the reflections of dark areas in an HDRI to be much "deeper?" My LUT is only 2% darker than UE4 depending on the hue, so I wouldn't expect it to affect the HDRI that much. Changing the quality level has a large impact on the appearance of the roughness in those dark areas, which makes me think it's something to do with the sampling.
Lighting Artist @ Crystal Dynamics
Former Lighting Artist @ Obsidian Entertainment

Based on the comparison images(, is that what causes the reflections of dark areas in an HDRI to be much "deeper?"

That's difficult to tell. The fact that we use a different integration method is bound to cause some visible difference but I don't know why it would bias the result always in the same direction ("deeper" or "shallower" reflections, not entirely sure what that means) regardless of the lighting conditions and material being looked at.
The default amount of samples used in Painter's viewport is set brutally low in order to maintain a reasonably smooth painting experience on lower end GPUs. If your machine an afford it, I would advise using 32 samples or more, which should start giving  more realistic results than the split sum approximation, in particular at grazing angles.