Hi
I am trying my hands out on Substance Designer trying to bake out all maps in Substance Designer. However I am getting some artefacts with the curvature map I try to bake out.
Now these artefacts in my curvature is certainly caused by the gradients in my normalmap. Is there any way to get the curvature generator read my normalmap in the same correct manner as the renderer or will I have to work around this issue by splitting the UV's and the smoothing groups?
Any suggestions or should I just accept these limitations?
Thanks
Replies
Thanks for your suggestion I have lowered it and indeed it looks a lot better. I intentionally exaggerated the settings here to illustrate the issue.
Lowering the intensity however is not really my preferred solution. Although I love baking everything in Substance I cannot unsee an artefact if it has presented itself :P So I would rather solve it somehow rather than just covering it up
Would generating from a world space/object space map give better results? Essentially taking the low poly normals out of the equation?
Thanks for looking into this