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Help with creating a baked lighting filter?

Trion
polycounter lvl 3
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Trion polycounter lvl 3
I want my filter for Substance Painter to incorporate baked environment lighting in it by default, but I can't figure out how to do that in substance designer with nodes, I know I could just do it with a normal filter in painter but I'd like to learn how this works! Any and all help would be incredibly appreciated!

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  • gnoop
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    gnoop interpolator
    RT irradiance node maybe ..  Also I use PBR render node from before 2020.  ( they ruined it in later releases)  with 256 samples.       Somehow  it looks a tad bit better on edges and with general color bleeding from environment   IMO    using  subtle displace value and a certain HDRI choice . It's slow as hell although  and maybe I just haven't accustomed to a new one yet.

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