I wanted to keep conversion errors to a minimum, this is what I did.
- Used the same HDRi in every application.
- Made a quick material in "Substance Painter 2", keeping everything PBR.
- Used the same "Physical Camera" with same "Physical Camera DOF" settings (I wanted to test DOF too).
- Kept all the renders Linear.
The V-Ray render is 0.3 RGB darker.
Some V-Ray people actually lower the GI Contrast to around 0.75 to mimic Corona/Octane.
Everything is controlled with maps, so there was no reason to show the material settings.




