I'm not sure if this is possible as I'm relatively new to Painter but I couldn't find anything on it so I thought I would ask.
I'm wondering if there is any way to use a substance's Height map as a mask while working on a layer. That way as I adjust the parameters of it the Height channel update in real time for the mask.
For example, let's say I'm making a brick wall that has controls for cracks/destruction. As I adjust my substance within Painter the amount of cracks/destruction would change, and thus the Height map for that layer. Let's say I then want to paint another layer that has moss, or some kind of grime, but I only want it to be in the cracks that I have now created, or at least be governed more by the Height information. Given that my cracks/destruction are dynamic, I can't just use a baked Height mask for it and would instead need one that is dynamically updated as I change the layer's parameters.
I'm used to having this kind of control within UE3 when doing vertex painting and using the Height mask as a control, so I'm hoping there's a way of doing it with the dynamic nature of Substance's system. It may be something that I just stupidly overlooked but I thought I'd ask. Thanks!
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I'd like to add in my request for this feature, so hopefully your team decides it's in the best interest of SP to add it in. Thanks again!
It is called Anchor Points
https://www.youtube.com/watch?v=q9mLZQKxPSo