Substance painter to Daz Studio (Skin Textures)

Hello! I have this question for a long time ago and i can't find the solution to it.

Someone can tell me what is the correct paraments of the Surfaces tab to get the best result or equal to Subtance painter render?

Example: This is a render of Daz

https://drive.google.com/file/d/1jPmcvRVficaWc7pBZFuBahYqDkUKkjfV/view?usp=sharing

Example: This is a render of Substance painter

https://drive.google.com/file/d/1Qo-n-FJn54FCwnGEPQflNXWIiOj6rsh3/view?usp=sharing

As you can see the one from Daz is to bright. I want to have the same results of Substance painter in daz. If anyone know what are the rigth parameter some can post them. Thank you for your time.

Comments

  • TimberWolfTimberWolf Posts: 285
    edited August 2023

    Unfortunately this is not as simple as you might have hoped.

    Although Substance Painter and Daz Studio both use iRay as the rendering engine, the implementation of the renderer is not even remotely the same. Studio uses its own shaders and has maps which aren't available in SP and the general consensus, certainly here, is that SP is perhaps not the best package to create skin and organic materials for Daz Studio. However, it looks to me like you're not *that* far off and some experimentation with the glossy / specular settings and the sub-surface scattering in Studio should get you close. It's always going to be a bit experimental I'm afraid.

    As far as I'm aware there are no magic settings that can be applied in Studio to achieve what you want.

    We use it for retexturing older or non-iRay models, for adding weathering and various effects to vehicles and buildings for example, but even then those non-organic materials need adjusting once they're transferred.

     

    A couple of references for info:

    https://www.daz3d.com/forums/discussion/575181/daz-textures-in-substance-painter-big-ole-rant

    https://www.daz3d.com/forums/discussion/505821/an-angry-rant-but-not-exactly-at-daz

     

     

    Post edited by TimberWolf on
  • I am pretty sure a lot of people use Substance Painter, now that they fianlly resolved the issue of painting across mutliple maps. However, it is true that Substance Painter and DS use different light and shaders so getting an exact match may be tricky. I would suggest that using the PBR Skin shader rather than Iray Uber base might be more suitable, if you aren't, and it is a good idea to try to match lighting and exposure.

  • lilweeplilweep Posts: 2,375
    edited August 2023

    Daz is going to render way better skin than Substance Painter because you have SSS and many other options. So just use a Daz skin shader as your base and Substance Painter to make the textures.

    You can create a live link between substance painter and daz and then render out in Daz to check what it looks like instead of rendering in substance painter.

    Create live link:

    1. Export your maps (Diffuse, SSS, Roughness, Specular, Bump, Normal, etc etc) from Substance Painter into a folder on your PC and do not change the location.

    2. In Daz, set up your skin shader using the exported maps from that location.

    3. Then you can tweak them in Substance and export again, and then press CTRL+i in Daz and your texture maps will all refresh. That way you can lookdev properly in Daz Studio instead of using Substance Painter (which doesnt have propery skin shaders).

     

    Anyway, to answer your question:  There are many differences between those images.  One is way more reflective, specular, glossy than the other obviously.  So that will impact the brightness you speak of.  Brightness could also be a combination of Base Color value, Translucency Color, Translucency Weight, Glossy Color, SSS settings, to say nothing of Top Coats and whatnot. No idea what your shader set up looks like because you never posted it.

    Post edited by lilweep on
  • RIZERIZE Posts: 2

    Guys i have some good news i discover that 

    https://drive.google.com/file/d/1riqcboWGHr7Qp1JUI74oorVGvgTDajeK/view?usp=sharing

    For the color of you texture (Base color) If you chage the value of "Translucency Weight" the base color change to more bright or more dark.

    I'm Currently working in the "Roughness" map

  • lilweeplilweep Posts: 2,375
    edited August 2023

    RIZE said:

    Guys i thing i have it 

    https://drive.google.com/file/d/1R2lG1T1JQhTVmpjvGerTxWpKDVyDRBbL/view?usp=sharing

    And i will share with you

    https://drive.google.com/file/d/1JYEJOKHx_rQBk4NaCPDeEFNXm8Rseayc/view?usp=sharing

    I hope will work for you.

    You could try the following changes and see if that looks better?

    • Translucency Weight = 0.85 to 0.95
    • Translucency Color = SSS map that is slightly brighter version of color map
    • Dual Lobe Spec Weight = 0.8 to 0.9
    • Spec Reflectivity - map should be Micro spec map (with strong contrast)
    • Glossy Reflectivity = 0.5
    • Transmitted Color = 0.99 ,0.99, 0.99
    • SSS Mode = Chromatic
    • SSS Color = could try different colors away from pink, maybe even a pale more yellow color, but may need to spend a lot of time tweaking this
    Post edited by lilweep on
  • RIZERIZE Posts: 2

    lilweep said:

    RIZE said:

    Guys i thing i have it 

    https://drive.google.com/file/d/1R2lG1T1JQhTVmpjvGerTxWpKDVyDRBbL/view?usp=sharing

    And i will share with you

    https://drive.google.com/file/d/1JYEJOKHx_rQBk4NaCPDeEFNXm8Rseayc/view?usp=sharing

    I hope will work for you.

    You could try the following changes and see if that looks better?

    • Translucency Weight = 0.85 to 0.95
    • Translucency Color = SSS map that is slightly brighter version of color map
    • Dual Lobe Spec Weight = 0.8 to 0.9
    • Spec Reflectivity - map should be Micro spec map (with strong contrast)
    • Glossy Reflectivity = 0.5
    • Transmitted Color = 0.99 ,0.99, 0.99
    • SSS Mode = Chromatic
    • SSS Color = could try different colors away from pink, maybe even a pale more yellow color, but may need to spend a lot of time tweaking this

    Hi 

    Translucency Weight = 0.85 to 0.95 is like a brightness value, high value (0.85) make's your base color more darker and lower value (0.10) make's your base color more pale. 0.5 the one who works for me

    Is true that SP has no specular maps or SSS but i found some solution to this problem or a last for specular. what i did is in the setting of SP i add glossines map to export then and i added to "GLOSSY LAYERED WEIGHT" and max out to  1.00,  Then in the "GLOSSY REFLECTIVITY" i add it the specular map (i don't know if is realy someting inside for my is just a dark gray color) And i max out that too (1.00).

    And that work just fine.

    So Here are the results 

    Before

    https://drive.google.com/file/d/1R2lG1T1JQhTVmpjvGerTxWpKDVyDRBbL/view?usp=sharing

    In this one you can see the roughness have a problem in the neck and has as much in the face

    After

    https://drive.google.com/file/d/1JW9rTL3o0_t9fFf54Exe-FpZtkr5-29s/view?usp=sharing

    And in this render is like the render in SP

  • lilweeplilweep Posts: 2,375

    RIZE said:

    lilweep said:

    RIZE said:

    Guys i thing i have it 

    https://drive.google.com/file/d/1R2lG1T1JQhTVmpjvGerTxWpKDVyDRBbL/view?usp=sharing

    And i will share with you

    https://drive.google.com/file/d/1JYEJOKHx_rQBk4NaCPDeEFNXm8Rseayc/view?usp=sharing

    I hope will work for you.

    You could try the following changes and see if that looks better?

    • Translucency Weight = 0.85 to 0.95
    • Translucency Color = SSS map that is slightly brighter version of color map
    • Dual Lobe Spec Weight = 0.8 to 0.9
    • Spec Reflectivity - map should be Micro spec map (with strong contrast)
    • Glossy Reflectivity = 0.5
    • Transmitted Color = 0.99 ,0.99, 0.99
    • SSS Mode = Chromatic
    • SSS Color = could try different colors away from pink, maybe even a pale more yellow color, but may need to spend a lot of time tweaking this

    Hi 

    Translucency Weight = 0.85 to 0.95 is like a brightness value, high value (0.85) make's your base color more darker and lower value (0.10) make's your base color more pale. 0.5 the one who works for me

    Well Translucency settings are not just brightness settings. You need high value of translucency for realistic skin. If skin is too dark after using a high transluency weight, brighten the translucency color map, which you can do in Daz Studio itself or by making a bespoke SSS map for Translucency Color channel which is a slightly brighter version of Color map, trying not to wash out color detail.

    Ultimately, there are many ways to do a skin shader, and it's subjective, i was just suggesting settings that would give good effect.

    Is true that SP has no specular maps or SSS but i found some solution to this problem or a last for specular. what i did is in the setting of SP i add glossines map to export then and i added to "GLOSSY LAYERED WEIGHT" and max out to  1.00,  Then in the "GLOSSY REFLECTIVITY" i add it the specular map (i don't know if is realy someting inside for my is just a dark gray color) And i max out that too (1.00).

    And that work just fine.

    I would comment that doing all your maps at once in a single Substance Painter file, while also doing the look development in Substance Painter when that is not your final renderer engine, seems like it might not be the best workflow.

    For anyone in future reading this thread, I would suggest an alternative which is to do the look development in Daz Studio since that is your final renderer.  Additionally, it is probably easier to manage Substance Painter projects where each project file has only one or couple of maps rather than all channels in single file (= slow)

    So Here are the results 

    Before

    https://drive.google.com/file/d/1R2lG1T1JQhTVmpjvGerTxWpKDVyDRBbL/view?usp=sharing

    In this one you can see the roughness have a problem in the neck and has as much in the face

    After

    https://drive.google.com/file/d/1JW9rTL3o0_t9fFf54Exe-FpZtkr5-29s/view?usp=sharing

    And in this render is like the render in SP

    You got them to look the same. However, is making Daz Skin look like Substance Painter skin really the objective? Seems restrictive, since Daz shaders can make skin look so much better than Substance Painter.

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