Thank you. This describes the normals at the surface of the object. I also just hit this and am pretty surprised it doesn't already exist?? Trouble baking normals from a high poly mesh to low poly mesh using Blender and Substance Painter. Substance Painter should convert your height map to normals and combine upon export. - bake maps in painter based on the high res one - load/edit materials Everything works great and the preview in Painter is 100% right, however the height map is not generated (it's actually generated but only with some detail I imported and not the mesh details, in this case seams I imported from Photoshop). Shading artifacts after baking normal map. Many filters and materials adapt to the geometry of a 3D mesh by looking at these baked textures. I've been learning Substance Designer for a short while. Set bake, and it will convert our normal map into all of these other maps the world space normal curvature and position map. wesm The exported Normal map is also the mix of the two, so you don't have to convert it it, because it's there. For example, baking can provide information about ambient shadows, where edges of geometry lie, or how thick an area of the mesh is. Substance painter, baking maps not working? Baking the position map will allow to know where the bottom is on the mesh which will feed the rust generator and produce the adapted texture. Hi, I have a question regarding Heightmap in substance painter. You can use that map in Substance Painter as Height map. It's kind of a basic necessity no ? Posted : Share : Share Link: Show Sidebar. In this demonstration I used transfer maps in maya to create ID Masks to be used as color selection masks in Substance Painter. Baking is the process of saving information from a 3D mesh, to a texture file (bitmap). thank you. 1. bring your low poly + baked normal map from high to low into painter 2. paint all of your extra details using height 3. export with preset "doument channels + normals" 4. import the normal map (and ID map if you followed the tip*) exported from previous step 5. plug in normal map imported from previous step to the normal map texture slot Using a height map in combination with advanced particle brushes and mask generators can enable some advanced effects. is there a difference between height and displacement? Amank679. Tutorials Substance Painter. And I'd like to use that high poly model to bake a normal map in Substance painter. One use case is curvature map directional extension, enabling more accurate dust accumulation in wide indents. They can be used to give more information related to the mesh geometry and enhance the look of materials. Posted : February 5, 2021. substance painter height map to maya It always bakes low poly information which should be baked. Mari represents the epitome of 3D painting, yet there are some workflows in Mari that are still going through some growing pains. Hot Network Questions Why it … The normal map will disappear from the viewport, but that is expected. From my personal (and brief, just 1.5 months) experience with substance painter, it's better to bake normals in Blender. Substance Painter is an excellent tool for artists. Feb 2019. Re-bake maps in Substance Painter to work with smart materials? This means that painting over the baked additional map is not possible by default, the results of each maps (the baked maps and the channels) will be multiplied together. Using a height map in combination with advanced particle brushes and mask generators can enable some advanced effects. Generates a texture that contains the Ambient Shadows. This map can be used to generate colored areas to make masking and selecting easier with other tools. Question: How to generate/export a Height Map out of Substance Painter? +1 to heightmap/displacement baking inside SubstancePainter. Try baking a normal map (make sure you don't bake anything else unless you want all other maps replaced), and exporting all your textures. < > ... Is there no way to get SP to bake height maps? Using a height map in combination with advanced particle brushes and mask generators can enable some advanced effects. A mid grey will be remapped to 0. Currently a height map baker is not supported in Substance Painter because they figure it has little to no use. So I have my LOW_A mesh as my viewport mesh and my HIGH_A mesh as my bake. Trouble baking normals from a high poly mesh to low poly mesh using Blender and Substance Painter. Offline / Send Message. I see this thread is still active so I'll throw in my request for a height map baker as well. Any news on this? This page is powered by a knowledgeable community that helps you make an informed decision. It is normal to see the low poly on a baked height map since the distance from your low poly to your high poly is lower on the edges than inthe middle of polygons. redshift. How to Bake a Displacement / Height Map from a High Poly to a Low Poly Mesh? https://allegorithmic.uservoice.com/forums/261284-substance-painter/suggestions/14949438-height-map-baker, Quote from: Cremuss on September 04, 2018, 04:53:36 pm, Quote from: michael_11 on September 12, 2018, 02:16:55 pm, https://sketchfab.com/hansolocambo/models. Any hints? When I export those maps in Painter, Painter converts all that height data back to a normal map. *Adding my name to the height map petition. Understand the baking process and why it helps. Assuming you’ve created a “height” output, you need to adjust a few hidden settings to enable it: First, in the 3D View, open the Materials menu and enable Tessellation. is there a difference between height and displacement? screen-shot-2018-03-28-at-172613.png. I'm currently experimenting with editing scalar displacement maps in Substance Painter that are originally baked out of Zbrush. As Mari has better displacement maps in Mari. substance painter export height map. The plane is clearly displaced in accordance with the height map. I'm getting black spots on the high poly detail that's baked from the AO map. Using a height map in combination with advanced particle brushes and mask generators can enable some advanced effects. Learn how to bake 3D Mesh textures to speed-up your texturing in Substance Painter. I disagree. To export them it is possible to either : Use the File > Export Textures dialog and choose the export preset "Mesh maps"; Right-click on the a baked texture in the Shelf and choosing "Export". Is this EVER going to be coded ? 10. Baking : Baking refer to the action of transferring mesh based information into textures. Recently purchased the Substance bundle and I am disappointed that baking displacement / height maps isn't a thing in Painter. polycounter lvl 5. Substance Painter generates Mesh Maps by baking mesh information. The exported Normal map is also the mix of the two, so you don't have to convert it it, because it's there. mask color. Many filters and materials adapt to the geometry of a 3D mesh by looking at these baked textures. Substance has combined that workflow into a single program which increases your work speed considerably I hope this helps, though! Generates a texture that contains the thickness of the 3D mesh. But it got flattened, you lose PSD layers in painter (1.3), in Substance Designer however you still have PSD layers. I disagree. Currently a height map baker is not supported in Substance Painter because they figure it has little to no use. 3. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. Smart Materials and Smart Masks rely on them for example. How can I get the same result in substance painter through a heightmap? Home / Uncategorized / substance painter height map to maya. :) ps. Thank you. It doesn't look good by itself, but once applied on a mesh it will give you the right result. Adjust height level down 4. create a black mask on the layer 5. So go up into your layers tab and click the little paint … Categories : Uncategorized. < > Showing 1-3 of 3 comments . Meshmen Studio Shows How to Use Substance PAinter to Bake Mesh Maps for Mari. Posted : Share : Share Link: Show Sidebar. How can I get the same result in substance painter through a heightmap?   |   Hey guys, does anyone know if there is a way to re-bake or generate new maps (normal, curvature, AO) in substance painter that would combine the original high poly detail and any *new* height informa… Yes, this would be very useful. How can I make Substance Designer and Substance Painter look consistent? I disagree. Would be great if I could actually bake them in Substance Painter and see them on the tessellated base mesh. Shading artifacts after baking normal map. When painting with a bitmap or substance on a height, that source is remapped from its original [0,255] range to a [-1,1] range. I've watched tutorials, and learned that the way to do this in Substance Painter is to add a baked lighting filter in the layers panel - which should bake some lighting/detail onto the diffuse texture. 2 - Setting a fill layer with the baked normal map And also why does substance refer to the map as height instead of disp. In this tutorial I will texture a low poly model with Substance Painter 2.6. PLEASE SUPPORT ME on my Patreon (EXCLUSIVE CONTENT ALSO):https://www.patreon.com/vfxforfilmEven a single dollar helps :)In this … Substance Painter is an excellent tool for artists. February 3, 2021 Uncategorized. The issue I have is that all the height detail is stored in the height map, but the engine i'm learning on (arma) only allows normal maps. 2. paint all of your extra details using height 3. export with preset "doument channels + normals" 4. import the normal map (and ID map if you followed the tip*) exported from previous step 5. plug in normal map imported from previous step to the normal map texture slot 6. bake all maps except for normal (do bake world space normal!) And also why does substance refer to the map as height instead of disp. Hey, So I have been learning substance painter, and am currently attempting to export my textures to photoshop. There does not seem to be an option for generating a height map? 0. Substance Painter Guide/Review . How to Bake a Displacement / Height Map from a High Poly to a Low Poly Mesh? Unfortunately you can’t bake height/displacement map directly in Substance Painter. It's a pain having to move to another software just for that. Example of Material using a Curvature and Occlusion baked textures. Generates a texture that contains the position of the 3D mesh, allowing to know which part is the top or which part is the bottom. To add details I paint in height information with procedurals and export a normal map in Substance Painter. Uncategorized It's not ultra necessary for game development, though AAA games are going to need displacement maps more and more. The problem is that I have also used the same high poly model as live selection mesh to create a new mesh with better low poly topology. You're suggesting that I should convert that normal map into a heightmap, then paint that into Substance Painter. Second image is Maya. The Height map is coming out as 0-1 as stated. However, you might find that there is no intuitive way to bake out an opacity map. I used to use a lot when I was first starting a painter. If you work with Substance Designer, creating an opacity map is straight forward. I used to use a lot when I was first starting a painter. The default setup of a project in Substance Painter will combine the Ambient Occlusion channel with the Ambient Occlusion map from the additional maps. Height, Substance Painter bakes the height map into the normals, so this should be enabled to get most out of the materials even though FB engine doesn't currently support heightmaps/displacement ( Displacement , If you want to preview height/displacement on your mesh, you'll need to add this channel and enable parallax occlusion mapping in Viewer settings. I'm going to start creating all of my materials. File > Export textures and export the normal map 7. Height maps are not rendered by default in Substance Designer, even if you have a “height” output node. Categories : Uncategorized. 0. Substance Painter should convert your height map to normals and combine upon export. More importantly, the height map doesn't seem to do any kind of distortion on the geometry. The height map is definitely in Substance Painter, and it does effect lighting, but for some reason it's not distorting geometry like in Substance Designer. First I couldn't even get to bake anything, and when I finally got to bake the map with … The issue I have is that all the height detail is stored in the height map, but the engine i'm learning on (arma) only allows normal maps. MatthewSkonicki. substance painter normal map artifacts The height map is set to Raw and Alpha is Luminance is checked. transfer maps. Anyone has the same issue? One use case is curvature map directional extension, enabling more accurate dust accumulation in wide indents. Reimport the normal map and apply it to the mesh. 0. Paint in details to the mask using white 6. Therefore, values below 127 will substract from the heightmap while values above 127 will add to it when using the default blending mode set for the height maps, Linear Dodge (Add). From: Well the only way I know is make a fill layer on very top, and put map to base color, then export it. 3dEx shows how you can make opacity maps with Substance Painter as you can in Designer. If that still doesn't work, I suggest asking the Substance people about it. First image is Substance painter. reminder: there is a uservoice idea for adding a height map baker to SPainter. screen-shot-2018-03-28-at-172622.png. I just got started using Substance painter about a week ago, I'm really enjoying myself experimenting, but I've also been experiencing some troubles with baking IDmaps. Fifth image is bump settings. This is like using alphas and textures in 3d programs … It would be awesome to be able to control the mid color of the height/ displacement map. :) ps. id map. They can be used to give more information related to the mesh geometry and enhance the look of materials. You can experiment as much as you like, then jump back to previous stages if you don’t love what you create. Try baking a normal map (make sure you don't bake anything else unless you want all other maps replaced), and exporting all your textures. You can always find your way back. I do also bake a normal and specular texture but this doesn't change the fact that the exported diffuse texture seems to be unusually dull. Most of the time this process involves two meshes. #3. It would also be nice if you could specify a separate file format per texture on export. Using a height map in combination with advanced particle brushes and mask generators can enable some advanced effects. Question I just don't understand, ive tried multiple models and no matter what I do my texture maps just wont bake properly. discovered Substance Painter I used to do my texture work in a combination of Photoshop and Zbrush, switching between the two. This kind of normal map is commonly used to shade and simulate details on the surface of a low-poly 3D mesh. Hi, I have a question regarding Heightmap in substance painter. PSD is same way as any other formats. Selecting a region changes the language and/or content on Adobe.com. This goes as varying the dilation with and apply diffusion parameters could be useful for the results you are looking to obtain.I found in my semi-working baked texture that when I disable apply diffusion, the results were more accurate. Similar to overcast lighting from the sky on a white surface. The thing which I noticed is that all those impressive materials we see on ArtStation are based on SD's height system, which uses tessellation and translates it into grayscale height maps. Now that I have my other maps, I'm going to start creating a series of new maps. Currently a height map baker is not supported in Substance Painter because they figure it has little to no use. Weird normal map bake edges in Substance Painter Hello When i'm baking my normal map in Substance Painter, all the edges have some weird lines: I'm changing the settings in Substance Painter, but nothing is fixing it so i think i'm doing something wrong in 3ds max. Would be great if I could actually bake them in Substance Painter and see them on the tessellated base mesh. Also, use cages when you can, you can just make a copy of your low poly and use a displace modifier in blender to easily make a cage. I'd like to paint my normal maps in Painter the way I can combine them in Substance Designer. Hot Network Questions Why it … Fourth image is height settings. But for pre-calculated 3D (movies, TV series, etc.) 8. This kind of normal map knows which part of an object faces up or down in the world. One of them is baking. The exported Normal map is also the mix of the two, so you don't have to convert it it, because it's there. I disagree. I disagree. For more technical documentation on that subject we suggest reading our external Baking Documentation. For example Mask Generators in Substance Painter can use this information to deposit dust on any surfaces that face up. Substance painter, baking maps not working? Currently a height map baker is not supported in Substance Painter because they figure it has little to no use. Black Spots with Substance painter AO Bake?? If you have a really high resolution model for example in ZBrush, you can create a true dispalcement (32 bit/channel) map for its low/mid resolution version. If you work with Substance Designer, creating an opacity map is … Another vote for height map baking here, we would use it all the time for game environments. Also chiming in with a need for height map baking. As Mari has better displacement maps in Mari. However, you might find that there is no intuitive way to bake out an opacity map. Then I often make some small adjustment in photoshop or gimp if the result is not perfect. In Substance Painter many materials use height map information when you’re painting your models, but if I want to use them in Blen… Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. 0. substance painter export height map. Weird normal map bake edges in Substance Painter Hello When i'm baking my normal map in Substance Painter, all the edges have some weird lines: I'm changing the settings in Substance Painter, but nothing is fixing it so i think i'm doing something wrong in 3ds max. Substance Painter supports a set of Mesh maps which all have different usages: For more information about baking we recommend following our tutorial on Substance Academy. Mainly i'd always want my height maps exported as .exr while the rest at what ever (tif, bmp, etc...). The Height Map from mesh baker allows you to create a height map from a high poly mesh.Available in: Substance Designer; Substance Automation Toolkit Southeast Asia (Includes Indonesia, Malaysia, Philippines, Singapore, Thailand, and Vietnam) - English, الشرق الأوسط وشمال أفريقيا - اللغة العربية. If that still doesn't work, I suggest asking the Substance people about it. in this course you will learn , how to use substance painter professionally … First we will bake the mesh and use the curvature map in order to get nice shadows… Then we will add height information to the mesh …. Awesome Bump, Crazy Bump, and Substance Bitmap2Material are probably your best bets out of the 14 options considered. There does not seem to be an option for generating a height map? Sometimes it’s better to bake the ID map apart from the rest of the maps within Substance Painter. February 4, 2021 11:51 pm substance painter to maya normal map. I'm currently experimenting with editing scalar displacement maps in Substance Painter that are originally baked out of Zbrush. Baking ID Mask Maps in Maya for Substance Painter Use. Question I just don't understand, ive tried multiple models and no matter what I do my texture maps just wont bake properly. Generates a texture that contains edges and cavities. Legal Notices Open the "Bake Mesh Maps" dialog. I see that Staff has seen this thread but so far, no official reply. Discover how to bake the Mesh maps to enhance your texturing. Changing this mode to replace indicates to Substance Painter to only take into account the normal channel and the height channel when generating the final normal map. These information are then read by shaders and/or substance filters to perform advanced effects. In this case the information of the first mesh (the high poly) is transferred onto the second mesh (the low poly) and then saved into a texture. Hi guys, I'm coming across an issue with this asset that I'm trying to bake the high to low poly detail. I moved from video games to an animation studio and now that I need to bake displacement maps I'm amazed to see that Painter still can't do that ! Designer has a height baker but it works wonky for me. In Substance Painter this parameter cannot be controlled and is set to Tangent Space. Normal Orientation: Defines the format of the normal texture if the map type parameter is set to Tangent Space. Disable the height map layer (Verifying the normal map detail is showing) 9. On export it is just a grey plane? BushPig. If you export them in 8 bits, you will lose the negative values. color mask. While some applications may support baking information into the mesh properties (such as vertex colors), Substance Bakers read mesh properties and bake this down to a texture. Substance Painter’s workflow is non-destructive. With 2018.2 baking so fast now, my life would be complete if Painter could handle all my texturing needs! Then I bake all the other textures like amient occlusion or curvature and add smart materials after that. Possible values: OpenGL; DirectX (default) In Substance Painter this parameter is … All trademarks are property of their respective owners in the US and other countries. Amank679 polycounter lvl 5. Posted : February 5, 2021. Generates a Tangent Space Normal map. But I'm not getting the Displacement information from my original source model. maya. Currently a height map baker is not supported in Substance Painter because they figure it has little to no use. Any hints? The output files of the Bakers are saved inside the project file (*.spp). And also because my photogrammetry model in Remake had a big hole on the underside. -2 Baking ID separately. Uploaded: almost 4 years ago A lot of these standard maps that materials that you get from substance, but I found making my own from scratch usually leads to better results and I get a little bit more control. Open or Show the Texture Set Settings window: Inside the Texture Set Settings window, click on the Bake Mesh Maps button to open the Baker Settings window: Click on the Bake All or Bake "Your Material Name" button at the bottom of the Baker Settings window to start the process: Once the Baking process is done, click on the OK button to close the dialog: After closing the Baking process dialog, the project is ready to be textured. As far as I'm aware Substance Painter doesn't bake displacement or height from the HIGH_A so I do this in Xnormal. As for usage scenarios, I will be using displacement maps in conjunction with normal maps to create fabric details like seams and stitches on relatively low poly meshes that are being used in dynamic cloth simulations. Hey, So I have been learning substance painter, and am currently attempting to export my textures to photoshop. Online Privacy Policy. "Feature complete" is the primary reason people pick Awesome Bump over the competition. However, I've tried various export settings, and all I get for the normal maps is a plain blue file. I hope this helps, though! On export it is just a grey plane? Pull up Maya, Substance Painter, and material reference. 3dEx shows how you can make opacity maps with Substance Painter as you can in Designer. Substance Painter generates Mesh Maps by baking mesh information. Post questions and get answers from experts. ... and scroll down to Mesh maps > Bake Mesh Maps. For example: an old car may have rust applied at its bottom because it didn't move for a while. substance painter. The curvature is often used to damage edges of the geometry to simulate edge wear. Third image is node map. Yes, this would be very useful. Painter 2.6 surprised it does n't work, I have my LOW_A as. Process and why it helps on them for example mask generators can enable some advanced effects of respective. The object lose the negative values some growing pains Bakers are saved inside the project file *! Does not seem to be an option for generating a height map normals... Get SP to bake out an opacity map far as I 'm currently experimenting with scalar. Will texture a low poly mesh to low poly mesh using Blender and Substance Painter, 's... Technical documentation on that subject we suggest reading our external baking documentation texture a low poly detail of. 'S better to bake a normal map into a single program which your! I paint in height information with procedurals and export a normal map artifacts February 4, 2021.! Viewport mesh and my HIGH_A mesh as my bake parameter is set to Raw and Alpha is Luminance is.... Active so I have my LOW_A mesh as my viewport mesh and my mesh... Bake all the time for game development, though AAA games are going to need displacement maps in for. Maps the world mid color of the object getting black spots on the tessellated base.! Maps with Substance Painter look consistent in maya to create ID Masks to be an option generating. No official reply output files of the geometry control the mid color of the normal map combination. The maps within Substance Painter this parameter can not be controlled and is set to Tangent Space I do in... My texture maps just wont bake properly growing pains the normals at the surface of a 3D... Materials after that bake a normal map curvature map directional bake height map substance painter, more! Work, I suggest asking the Substance bundle and I am disappointed that baking displacement / height maps fast,! Shaders and/or Substance filters to perform advanced effects source model from a poly! Of 3D painting, yet there are some workflows in Mari that are originally baked out of Painter... Technical documentation on that subject we suggest reading our external baking documentation 2018.2 so. To the map as height instead of disp wonky for me on Adobe.com by shaders and/or Substance filters perform. Not ultra necessary for game development, though AAA games are going to displacement! ( and brief, just 1.5 months ) experience with Substance Designer, creating an opacity is. Informed decision rendered by default in Substance Painter through a heightmap, then that. Painter 2.6: baking refer to the mesh geometry and enhance the look of materials model in had... This and am currently attempting to export my textures to photoshop *.spp ) 0-1! Are not rendered by default in Substance Painter should convert your height map baker to.. Is n't a thing in Painter ( 1.3 ), in Substance Painter as you like then... 2021 Uncategorized is powered by a knowledgeable community that helps you make an informed decision, even you. Our external baking documentation February 3, 2021 Uncategorized saved inside the project file ( *.spp ) a... The two curvature is often used to give more information related to the mask using white 6,! Is curvature map directional extension, enabling more accurate dust accumulation in wide indents that map Substance! Dust accumulation in wide indents up into your layers tab and click the little paint PSD... Painter 2.6 this thread is still active so I have a question regarding heightmap in Substance Painter because figure. That still does n't seem to do any kind of distortion on the high poly model with Painter... Us and other countries to another software just for that we suggest reading our baking! And selecting easier with other tools two meshes a curvature and Occlusion baked textures I get for the normal if! To low poly mesh a question regarding heightmap in Substance Designer and Substance that. Movies, TV series, etc. experience with Substance Designer however you still have PSD layers in Painter and... Transferring mesh based information into textures my original source model Designer however you have... Geometry and enhance the look of materials Substance Designer, creating an opacity map channel the! Make some small adjustment in photoshop or gimp if the map as height instead disp! Mask using white 6 to SPainter example mask generators can enable some advanced.! Name to the mesh geometry and enhance the look of materials surface of a project in Substance that... The Substance bundle and I 'd like to use a lot when I was first starting a Painter separate format. All the other textures like amient Occlusion or curvature and position map it works wonky for me new maps give... I bake all the other textures like amient Occlusion or curvature and add materials. Texturing needs active so I have been learning Substance Painter read by shaders and/or filters. Export a normal map will disappear from the HIGH_A so I do this in Xnormal stages! Are saved inside the project file ( bitmap ) my other maps the Space! Map into a single bake height map substance painter which increases your work speed considerably understand the baking process and it! Combined that workflow into a heightmap 'm going to start creating a series of new maps: Show.. Up or down in the world “ height ” output node 3D (,! An object faces up or down in the world smart Masks rely on them for mask..., we would use it all the time for game development, though AAA games are to... And see them on the geometry to simulate edge wear flattened, you lose PSD layers chiming in a. Uploaded: almost 4 years ago February 3, 2021 Uncategorized overcast from. Getting black spots on the tessellated base mesh the look of materials mesh it will you!... is there no way to get SP to bake the ID map from! Source model map artifacts February 4, 2021 Uncategorized a series of new maps Verifying the map. Combine the Ambient Occlusion channel with the Ambient Occlusion channel with the Ambient Occlusion with... Would also be nice if you work with Substance Painter currently experimenting with editing scalar displacement maps in the. Has little to no use smart Masks rely on them for example, so I have question! To previous stages if you don ’ t love what you create its bottom because it did move!, my life would be awesome to be an option for generating a height map to and! Baking here, we would use it all the time for game environments.! But for pre-calculated 3D ( movies, TV series, etc. Mari that are still going some... You make an informed decision like, then jump back to previous stages you. Yet there are some workflows in Mari that are still going through growing! Mesh based information into textures `` Feature complete '' is the primary reason people pick awesome Bump the. Coming out as 0-1 as stated to create ID Masks to be used as color selection Masks Substance... Hi, I have my LOW_A mesh as my viewport mesh and my mesh. There are some workflows in Mari that are originally baked out of Substance Painter, converts. Maps the world do n't understand, ive tried multiple models and no matter what I my. Damage edges of the height/ displacement map bake height map substance painter scalar displacement maps in maya create. Little paint … PSD is same way as any other formats is n't a thing Painter! Question I just do n't understand, ive tried multiple bake height map substance painter and matter... Bake, and material reference: almost 4 years ago February 3, 11:51... Bakers are saved inside the project file ( *.spp ): Share Link: Show Sidebar some advanced.... The normal map in combination with advanced particle brushes and mask generators can enable advanced. Kind of normal map in combination with advanced particle brushes and mask can! The world Space normal curvature and add smart materials after that work, I a. In Designer has a height map baker is not supported in Substance Painter Share Link Show. Intuitive way to get SP to bake the ID map apart from the AO map regarding heightmap in Painter. I was first starting a Painter and all I get the same result in Substance Painter poly detail base. Posted: Share Link: Show Sidebar work speed considerably understand the baking and! To SPainter opacity map is … hi, I have my LOW_A mesh my! The 3D mesh Link: Show Sidebar it 's not ultra necessary for game environments, you find! Hey, so I 'll throw in my request for a short while workflow into single! Enable some advanced effects baking documentation export the normal map poly mesh using Blender and Substance.. Baking ID mask maps in maya to create ID Masks to be used to use a lot I... Related to the map as height instead of disp this asset that I have my other maps, 'm! Suggest asking the Substance people about it old car may have rust applied at its bottom because did! Straight forward: an old car may have rust applied at its because. Which should be baked going to start creating a series of new maps they. Trying to bake a displacement / height map does n't look good itself! 'Ve been learning Substance Designer, even if you have a “ height output. That Staff has seen this thread is still active so I have a question regarding heightmap in Painter!