Great work on Marmoset 3, really enjoying the improvements and new features so far. Just one question in regards to the curvature baker. I noticed some issues on my model so I made this quick test to see if my suspicion was true. As you can see in the image, I don't seem to get curvature along edges that have split UVs. Is this being worked on?
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The issue seems to be that you're using the same (low poly) mesh for both the high and low slots, so there isn't any curvature differences to pick up. With how the system is designed, the right example (the one with multiple uv islands) is the expected result. It's surprising to see left result, and I'll talk to our engineers more about this.
For now, make sure you're using a high poly source mesh, we bake the curvature data from the high poly geometry, so the system needs more information to get an accurate curvature bake. Baking curvature maps from the lowpoly alone isn't something we support at this time.
@EarthQuake, With curvature baking, is it possible to have a slider control the "distance" like in Xnormal? This is a crucial thing I was missing in substance, I couldn't get those softer curve maps.
Is that difficult to implement?
Otherwise I might get those maps which are mostly grey, but then have one super sharp line either black or white.
It would be great to have the possibility to have more "falloff/gradient", so they can be used more loosely, or for gradient maps.
In XNormal, I can type in a distance, which controls this, and thats something I was really lacking in Substance Painter.
I was also lacking Height, but you got that one covered
The curvature distance is truly the only thing left in M3 to be the Perfect baker for me