Curvature from mesh baking has always been flaky in real world scenarios. You get much better results generating it from normals in designer as a rule. You might get better results if you average normals for that bake but it's unlikely to be perfect .
Another feature request. This one I blame entirely on what happens when artists go out to dinner together and start to discuss Substance Designer. :wink: Designer feature request: I always found it kind of weird and awkward that baking texture information in Designer is done by this separate UI. It's not frustrating to…
Alright, thanks for your answer. In the meantime... Substance Designer 5.1.1 This on is a little specific... It is not possible to start a select region anywhere in the area to the right of a frame and under it's title. This can get pretty annoying while zooming out as the titles retain their size on screen. Thanks, vin
Hi Guys, I have found a reproducible bug in Substance Designer when working with FX-Maps: 1. Create a Graph and a FX-Map in it. 2. Edit the FX-Map and create an Empty Function for any of the parameters of the default Quadrant. 3. Put any node in the new Function, for example a constant Float. 4. Copy the Float node and go…
2 suggestions: The substance Designer Baker lack of ergonomy compared to Substance Painter. In Substance Painter Baker, you can select multiple Hi-Definition Meshes in only one action with the file dialogue. The possibility to tweak parameters in Baker and save it whithout launching baking. Cheers.
Painter 1.3.2 build 650: Can anyone verify if baking using "Match by Sub Meshes Name" works? it seems broken for me. I noticed there's no preferences to set the high and low names, so for my meshes I used the Designer 5.0 defaults with no caps. Still not working.
Feature Request: Could you add a Rounded Edge option into Substance Painters baker? Something similar to Modo's rounded edge baker. For Example: https://www.youtube.com/watch?v=pFZLITaAsS8&t=624s I remember seeing something like this in Substance Designer?? I can't remember what it was called though...
Hi, There is a bug within the "normal map from mesh" baker in Substance Designer 6. If you bake a world space normal map from mesh, the entire texture gets flipped on the V Axis. P.S: When will the serious "Average Normals Bug" be fixed for the Baker? There is only a fix for Substance Painter 2.5.1 (?)
just a repeat on what Swizzle asked, im trying out the same tutorial :). what is the intended changes with the edge detect node and is their a way to make it behave as it did in 5.0.0? i rerouted the node in designer and got my desired result but when i put my graph in player it obviously doesn't work.
Currently I am testing baking highpoly to lowpoly assets in Substance Designer. I wouldn't say its "slow," seems about on par with baking in xnormal, but not even close to the crazy speeds Knald is able to achieve. I can do some speed tests and report back with more details in the near future.