I have a bit of problem (or maybe just misunderstading), but hopefully it is going to help also to others to figure things out :)
So I show you an example of a brick material from the quixel basic collection. This is how the maps are looking like inside photoshop before exporting them
And this is how the exported images are looking like after using the corona export function
And this is how they look like if I use the built in specular PBR (GGX) option (just for testing purposes, I have no other reason to use this specific one)
As you can see the differences I am facing are the following:
- the glossiness map in the corona version is looking off compared to how it looks originally in photoshop (also producing weird results in Max)
- the normal map in the corona version is flipped, I have to flip it back inside corona normal map to get the right direction of bump
- with the corona exporter I am not getting the roughness map, which should be equal to the displacement map that I should use if I am correct
And here are the two previews as a comparison to see how the end result looks like when I use the exported maps to set up my material inside max:
Material with the textures coming from the corona exporter:
Material with the textures coming from the specular PBR exporter:
Material setup was made with using the textures without filtering, reflection is at max, the glossiness map is inside a falloff to get the proper reflections at grazing angles, normal map is inside a corona normal container to get the right gamma. Maybe I am totally off and missing something, but I thought it would be easier to figure out things together :)