Hello all,
I've been getting to grips with Substance Painter at work and have encountered a strange issue.
I want my AO
and curvature map to include the extra normal map details that I have painted into my mesh, so I am trying to do the workflow that everybody uses for this:-Bake Normals from High Poly
-Add new details in Substance Painter
-Export New Normal map with combined details
-Reimport it as the Base Normal map
-Bake AO
and Curvature (to include new normal details)The curvature seems to work fine, but I am having some strange artefacts in the AO
map. There are several gaps or "blank spots" over the mesh where no AO information has baked for some reason, and the edges have a strong seam. It looks like this:
Does anybody have any idea what could be causing this? None of the Common/AO baking settings seem to have any impact on this. Really liking Substance besides this strange bug.
Thanks!
Replies
Had a new Graphics card installed at work (Nvidia 1070, Drivers 381.89)
Also we updated Substance to version 2.6.1
I re-baked the same model using all the same settings and the results have improved, but there is still a problem with the AO calculation. It looks actually quite different than it did before, but I dont know if this is the substance update or the new Graphics Card / Drivers.
The Curvature map by comparison is much better, so what is up with the Normals > AO calculations?
Would greatly appreciate anyone with any info about this.
Thanks
From what I understand, you guys are trying to figure out a way to 'update' the AO + Curvature maps on the fly, as new normal map details are painted onto the model.
In the mean time however, this is a work around that many people are using and was even explained in one of the Allegorithmic tutorials. I am just curious if this is some sort of bug, or if its an issue with my particular hardware/drivers. As you rightly point out, it makes no sense that I am getting good curvature bakes but bad AO bakes. At least one other person is getting this, as indicated above.
A workaround you can use in the meantime is to switch your project to OpenGL ( Edit > Project Config ) before baking your AO, and then switch it back to Dx after the bake.
Ideally, there should be some sort of "Update AO/Cavity/Height from Normals" feature in SP which takes all the extra normal map detail you have added and gives it AO/Cavity info so that when you use all of the procedural generators it actually includes them.
In the mean time I will use the OpenGL workaround to the workaround