![]() ![]() I just didn’t add any of the asset-shaders. You almost nailed the material in substance as well. Thank you so much for the lengthy answer. But if, for example, you are loading your textures into a node material and wiring them to the PBR blocks, the base color texture needs to be in Linear space when wired to the PBRRoughnessMetallic block, so toggling the convert to linear parameter on your Texture block is necessary. In particular, I am curious about if you are simply dropping your glTF into the sandbox (or loading into a Babylon scene) with all of the materials embedded in the glTF, or are you importing the textures separately and then applying them to a material made in Babylon and then assigned to the mesh? The glTF loader should not be doing anything to change the color space of the images when loading them into the scene. If you can walk me through your export process, or share a sample asset with me (it can be your material on a sphere if you can’t share the original asset) I might be able to figure out what’s tripping you up. When exporting to glTF, Blender will assume an sRGB texture attached to Base Color, but setting the color space for the Base Color Texture in Blender can account for some mismatching of the renders. Did your materials in Blender match the color space of your textures? In the node graph, you should have your base color texture set to sRGB, but roughness, metallic, and normal set to Linear. You mentioned that the textures coming out of Painter were set to sRGB as normal. What looks to be happening with the render you are showing is that the shaders is applying a gamma curve on top of the base color texture. This pipeline is using Painter to create and export the texture set, assign them to a Principled BSDF material in Blender, and the export to a glb which is dropped into the sandbox. We are scratching our heads as to what we might miss here. Interestingly, when we convert the colour in an un-tagged document (8bpc) in Photoshop into sRGB IEC61966 we get a similar colour-shift to what Babylon seems to be doing. Neither saved as linear, nor as sRGB seems to make a difference. Same with maps baked and exported, from Blender. Substance works in linear space, but even the change to save out maps in sRGB or back as Linear doesn’t seem to have an impact on the colour Babylon is displaying. Which changes the colour a bit but still doesn’t look like it occurs in Babylon.Ĭhanged viewing profile to linear and and to sRGB with the same result. I tried switching Substances’ colormanagement to OpenColorIO, and ACES as well. Despite having pushed in an exact value matching to what we tried in Photoshop, Blender and Substance. When colour-picked from the Babylon scene in the browser it shows a different colour as well. Tried adding colour and light-bakes into the ambient channel, light-map, and emission. Switched scene ambient and material ambient back and forth between black and white. ![]() Tried turning up and down exposure/ contrast. Switched between ACES and standard mapping. We removed / added the IBL environment, added a white omni-light. Inclusive saving all texture maps in linear, untagged (RGB 8bpc) or in sRGB. Needless to say we tried (what feels like “everything”), many things - to no avail. The model used is a GLB, and the maps have also been tested in various ways, coming along with the GLB export, or simply plugged into the material within the sandbox or playground. The below linked screenshot is an assembly of screenshots showcasing the visual differences between the materials created in Blender, Substance Painter, Photosop, and even if just applied with a simple hexcode in the basecolor of the PBR material inside Babylon JS. We have been battling with this for the better of 3 weeks now, and hope to find someone that might have an answer.
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