Baking in Substance- settings
NOTE: BAKE SETTINGS ARE DIFFERENT DEPEDNING ON YOUR PURPOSE!
GAME
- Make sure each shader has these maps
- Base Color
- Height
- Roughness
- Metallic
- Normal
- Ambient Occlusion
- If you have to add one manually you need to go through each shader and add them individually
In the "bake mesh maps" pop-up these mesh maps should be enabled for this round of baking:
- Normal
- World Space normal
- ID
- Curvature
- Position
- Output size- 2048 or 4096 (figure out which is best for your object but remember you can always go down, but you need to re-bake to make it higher)
- Dilation Width- 16
- Apply Diffusion
- IF YOU HAVE A HIGH POLY MESH
- DON'T click "use low poly mesh as high poly mesh"
- Click the document icon next to the large box and find your high poly mesh
- IF YOU DO NOT HAVE A HIGH POLY MESH
- Click "use low poly mesh as high poly mesh"
- That's it :^)
- Max frontal and rear distance- .005
- Uncheck Average Normals
- Anti-Aliasing- Subsampling 8x8
Go to the "ID" mesh map
- Color source- Mesh ID/ poly group
- Color generator- Random
Press "bake selected textures
After this set is done reopen the "bake mesh maps" popup
Have these maps checked:
- Ambient Occlusion
- Thickness
- In the general tab change:
- Anti-Aliasing- Subsampling 2x2
For Ambient Occlusion change:
- Secondary Rays- 256
- Min Occluder Distance- .001
- Self-Occlusion- Only same mesh name
For thickness change:
- Secondary Rays- 256
- Min Occluder Distance- .001
- Max Occluder Distance- 0.1
- Self-Occlusion- Only same mesh name
NOTE: If a mesh map's settings aren't listed, they are default
In the new version of the Substance baker mess with the Min and Max occluder distance and try turning on Average Normals.
- This will effect the cage for the mesh (meaning it only really matters if you have a high poly to bake from)
- To check to make sure the settings are accurate, investigate your model and scan for red parts on the mesh, this would mean you need to alter the settings above
FILM
Open the bake menu
Output Size: 4096
Anti-aliasing: 4x4
For Ambient Occlusion. Curvature, & Thickness change:
Secondary Rays: 256
Enable height, bent normals, and opacity
Bake Selected Textures!
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