From Substance painter to Daz studio (materials issues)
in The Commons
Hi ! I spent a lot of time to create textures in Substance painter for a dress i did. In Substance painter, everything look good, I created an old silk material in PBR and it's amazing. I exported my textures, try to render it in Daz Studio, in Iray, but instead of subtle, soft satin textures, it appear something like platicy, rubber... It loosed a lot of details. Maybe something go wrong in my export settings...
Is someone had the same "issue" ? I converted my normals as Open GL as well. Maybe export settings, from substance painter, are not good... I don't know. It will be great if someone could help me. The first picture is from substance painter, the second one from daz.

Comments
I'm sorry, I was confused and don't post the good texture for my daz render. There it is.
It looks that you should check your glossiness settings.
I don't have substance painter, so I have no idea how there seetings are transferred to DS.
My first thought is: have you tried different lighting in Daz? The default light is quite strong and sharp. If Substance Painter has a different default, the looks will differ even though there's nothing wrong with your export.
Thank you so much, felis, but I didn't used any glossiness map or setting, only a metalliity map. It seems the best result come with the Skin preset made by Daz studio, but the opacity is not supported ith this stuff (sorry for my poor English langage, I'm French).
SkinPBR shader does not support oppacity, as it is designed for volume effets in skin (translucency and subsurface), and I don't think I would recommend that for clothing.
Even if you haven't applied any maps for glossity in Iray Uber, it will still have glossity based on the default values, which is a rather high glossiness.
Don'y worry that you're not english. Neither am I, nor many others in this forum.
PBRSkin is a shader made for skin.
Daz Iray Uber is probably fine for your purposes. I think there are also satin shader presets included in Default Resources?
You have made an assumption that your render in Substance Painter will look exactly the same in Daz Studio using any random shader provided you use PBR Metallic workflow. That is probably not going to be the case and you will need to tweak in Daz Studio.
It might be useful to know where you have put your texture maps? Maybe you could set up your texture in Iray Uber and share screenshot of setup?
Also copying/pasting this from a previous thread if useful:
@deboraheugene, you will likely still need to export a roughness map for the dress from Substance Painter to correct this.
In DS, set your "Glossy Layered Weight" to 1.00. This is what other 3D applications refer to as "Specularity". It controls how much specular light is produced.
Place your roughness map from Substance Painter export into the "Glossy Roughness" slot and set it to 1.00. This is what other apps refer to as "Roughness". It will control how strong the "plastic look" will be, the lower the value, the sharper the glossy reflection, higher values spread out the light, making it appear as though the glossy highlight is disappearing. Putting a map in here will let the roughness map control which parts will spread out the light or concentrate it (roughness).
After you've done this, it may not still look exact as Iray in DS is different from Substance Painter in quality. Lighting is likely a part of the issue as joanna said. Try using a simlar HDRI in DS as you did in Subsance Painter. You can also try lowering the Glossy Layered Weight to 0.5 or so to reduce the glossy effect which is contributing to the plastic look.
It would help if you also could show us your surface setup in Daz Studio. What other maps are you loading in? I assume Metallic, Base Color and Normal maps at least. This might help people diagnose your issue.
I hope this helps a bit. Getting materials to match is often about playing with settings and lighting. Good luck!
If your roughness map from SP is a solid colour, you can simply set that colour in Glossy Roughness in DS (it'll be some shade of grey).
You also appear to have displacement (or at least bump) showing in SP but not clearly in DS (displacement in DS needs subdivision set to get enough polys as well as the displacement map) - in this case, it might be better to have the normal and bump maps set (raise the strength value on bump map if nothing appears to happen). OpenGL normals are the right one - if things seem inverted, you'll need to invert the green channel - this can be done in Photoshop/GIMP/etc. or use the opposite map from SP if they're different.
Edit: Looks like I missed the opacity in DS, which is why that part's looking different. Still looks like it needs a higher bump setting though.
That looks like the nvidia preview, did you do a full render to see the results you get?