Author Topic: Issue with I-ray in substance painter  (Read 779 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:
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.
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.