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Substance Designer / Painter - Heightmap best practices

polycounter lvl 8
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dirigible polycounter lvl 8
What are the best practices for working with height maps in Substance Designer and Painter?

For instance if I'm making a clutter substance that adds bullet casings onto a base floor material, what should the height range on the casings be? What about the floor?


Should black be considered "neutral", and grey/white are "up", or should grey be neutral, black is down, and white is up?
I'm getting some strange behavior from the material blend node, so I wanted to check and be sure I'm doing things correctly.

For reference, here's what I'm working on. I'm blending many different substances together to create a procedural clutter substance that I can drag onto any floor material I want.

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