Emissive texture not working

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
35/100
Issue type
Bug
Clarity
Needs clarification
Activity status
Quiet
Tech stack
cpp

Research direction

Start by reproducing the issue with the attached burning_coals_usda.txt, burning_coals_sbsar.txt, and generated texture images, then compare it with the working blue ceramic asset. Trace how the emissive texture is imported and used by the renderer; done means the burning-coals emissive texture renders with the expected appearance without relying on excessive intensity.

Written by the indexing model from the issue text.

Description

Hi all!

I've been working on supporting substance materials on our renderer using the amazing sbsar plugin provided here.

Substance materials look great, but the emissive textures don't look right. Here is how it looks:

Image

But the emissive texture png generated looks like this:

Image

Increasing the intensity just makes the render look like this:

Image

I also uploaded the .usda file, and the .sbsar converted to .usda, in .txt format because .usda and .sbsar can't be uploaded here...

burning_coals_usda.txt
burning_coals_sbsar.txt

I also attached below all the texture pngs generated:
Image
Image
Image
Image
Image
Image

I have many test assets and the others are working fine, it is this asset with the emissive texture has a problem. For reference, here is an asset with a blue ceramic tile substance material:

Image

I'd appreciate any help I can get, this community has been a godsend to me the last time when I was first trying to get this to work :)

Dominant language
C++
Stars
396
Forks
42
PR merge metrics
No merged PRs in 30d

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