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July 15, 2022

Help request for substancePainter texture channel UV premultiplied

  • July 15, 2022
  • 1 reply
  • 208 views

  For our own asset pipeline construction, we need to use SP's custom channel as a data map. The custom shader then reads the texture as the basis for rendering. Textures are generated by the texture generator created by SD. Reference file: temporaryPlan.spp, see Shader: Toon.glsl, as shown.

  

  Render the final result correctly

  

 

  Layer settings

  

 

  Cartoon Map User Channel

  SP defaults to premultiplied UVs and expands the channel map, which causes the data map to not read as expected, as shown. Reference file: bad.spp, as shown.

  

 

  render result

  

 

  Data channel error due to premultiplied UVs

  Because the relevant settings were not found, and the related API could not close the texture premultiplication and expansion for a certain channel. So try to use another auxiliary patch with fully unwrapped UVs to solve the problem.

  

 

  Hope, whether the official can provide relevant solutions. Or increase the corresponding settings of the channel. Or provide APIs that can control related functions.

  demo file

https://drive.google.com/file/d/1-9xalr7fYIiOfxXotG1I8yWjKgGbmuMm/view?usp=sharing

 

 

1 reply

GeoffroySC
Community Manager
Community Manager
July 19, 2022

Hi,
Unfortunately, reading outside the UV space isn't possible for now as we're applying padding to your texture.You could keep the square in your scene while editing. 
Thank you,
Kind Regards,
Geoffroy SC