- Substance 3D home
- Home
- Getting Started
- Bakers settings
- Common Parameters
- Ambient Occlusion
- Ambient Occlusion from Mesh
- Bent Normals from Mesh
- Color Map from Mesh
- Convert UV to SVG
- Curvature
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position
- Position map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
- Guides
- Features
- Common questions
- How to export the baked maps?
- Is dithering applied to baked textures?
- Should I enable "Compute tangent space per fragment"?
- What are Assbin files?
- What is the bit depth of baked textures?
- What is the difference between the OpenGL and DirectX normal format?
- Why are there strange stretches in my textures after baking or exporting?
- Why is Matching by Name not working with Ambient Occlusion/Thickness?
- Why is my mesh fully black after baking?
- Common issues
- Aliasing on UV Seams
- Baker output is fully black or empty
- Baking failed with Color Map from Mesh
- Black shading cross are visible on the mesh surface
- Mesh parts bleed between each other
- Normal map has strange colorful gradients
- Normal texture looks faceted
- Seams are visible after baking a normal texture
- Seam visible on every face
- Texture baked outside of Substance software looks incorrect
Substance 3D Designer
The baking window can be accessed via the mesh file in the Explorer window. Right-Click on the mesh name and choose "Bake Model Information" to open the baking window.
Overview
The baking window of is divided into several panels which are described below.
Element to Bake
This panel controls which part of the low-poly mesh will be used to perform the baking.
This panel will list the geometry found inside the low-poly mesh file. By default the list is based on the individual materials found in the file, but it can be switched to sub-meshes instead when relevant. You can uncheck elements that should be ignored during the baking process.
Output
This panel controls where the baked texture will be located.
Parameter | Description |
---|---|
Method | Controls how the baked textures will be stored with the Substance package. Possible values:
|
Folder | Location of the baked textures when saved. Click on three dots button to open a file dialog and choose the export folder. A check-mark will be visible on the right to indicate if the folder actually exist or not. |
Name | Naming convention of the baked textures. Click on three dots button to open a dropdown and insert other placeholders (bakename, custom, material, mesh). |
Sample | Simulate a filename to test the naming convention. |
Place Resource Into a Mesh Specific Folder | If enabled, the baked textures will be saved inside a folder named as the mesh file. |
High Definition Meshes
This panel controls the high-poly mesh list and the related settings. See the common parameters for more information.
Default Values
See the common parameters for more information.
Baker List and Settings
The baker is where you can choose which baked texture you want to generate. By default the list is empty.
- Adding a new baker: Click on button "Add Baker".
- Removing a baker: Select the baker in the list, then click on the button "Delete baker".
- Moving a baker to the top: Select the baker in the list, then click on the button "Pull to top".
- Moving down a baker:Select the baker in the list, then click on the button "Push down".
Each baker in the inherit by default the Default Values (see above). The size (resolution) for example can be overridden by clicking on the cell on the line of the baker. This is true for the other settings on the line.
When clicking on a baker in the list, the Baker Parameters view will update with its specific parameters.
To learn more about the specific parameters, see: Bakers Settings.