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Substance Painter to Principled Shader


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Do any of you experience with replicating 1 to 1 the look you have in Substance Painter in Houdini 16 using the Principled Shader?

The PBR metal/rough workflow with the metallic and roughness maps seems to be straight forward, but plugging in my maps from Substance Painter as is, produces a render that is much darker than what I have in Substance Painter. Perhaps the colour space is off?

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