Thanks Nick for your input. I am waiting to hear from my students to know how they feel about this Substance/ACES workflow.
So far we are trying to do this:
1- Students will paint in Substance Painter using the exr (provided by Brian Leleux) as a display LUT. It means that our students will paint in an sRGB colorspace with a display lut to get closer to an ACEScg look. The export will be done in sRGB for the albedo and in linear for the grayscale maps (roughness, displace, bump…)
2- Then in Guerilla, we will switch the ‘Project Gamma’ to ‘ACES-ACEScg’.
Therefore all our maps (albedo + grayscale) willbe loaded in this colorspace.
3- Then, we have a material override to fix the load of the albedo maps into Guerilla.
4- We can use this setup to generate the tex files during the lookdev validation. We want to generate the tex files only once, when the assets are approved.
Hope that makes sense!..
This is the recommanded load for the textures in Maya:
- Color maps - Utility-SRGB texture
- Spec/Roughness/Height/Normal - Utility Raw
- HDRI - Utility- Linear- SRGB