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Cyril Dellenbach
Community Manager
Community Manager
November 9, 2023
Open for Voting

Merge Texture sets at export

  • November 9, 2023
  • 12 replies
  • 4678 views

Currently, the Texture sets are clearly distinct UV maps. This suggestion would add the possibility to merge those together at export, instead of having multiple sets of maps.


EDIT : I've merged a similar user idea thread with this one. This way, the feature suggestion will have more upvotes, therefore more visibility on our side.

This thread has been created in regards to a future QOL (Quality OLife) release. We’re trying to prioritize users’ needs; therefore, your voice is very important!

Please write your feedback below and don’t forget to vote for your favorite suggestions!
All shared images are purely for visualization and not functional features.

 

12 replies

olemid
Community Expert
Community Expert
March 4, 2024

This would be the feature of the decade!

Participant
November 9, 2023

Hello, 

 

I'm working on a project that involves a complex mesh with a collection of single mesh and combined mesh objects (think large scale machinery). I am using UDIMs (12) and I have made ID maps in my DCC.

 

To get the best baking results from a High Poly to a Low Poly version I have been using a combination of the baking methods, including adding multiple materials to the object where I need to control the baking parameters either with or without custom imported cages, varying ray-casting, or using the low poly as high poly mesh. Using different materials was the best way to achieve these results in a timely manner that was easy to troubleshoot. I will add that the project has the mesh 'exploded' and is taking advantage of the 'Match: by mesh name' baking feature where possible.

 

The issue is that the multiple materials generate multiple texture sets, which is not an issue for adding materials, smart materials, etc; I honestly think it is an essential part of the software. Rather the issue arises when I need to export the textures to return to the DCC and for one UDIM tile I am exporting anywhere between 10 and 30 images because I may be using multiple materials on that tile and consequently, across any number of the tiles. 

 

There is no way to combine texture sets for export from Substance Painter.

I've seen forums dating back to 2015 calling for this feature, and nearly 10 years on this is past the stage of an oversight.

 

I have seen and read the suggested solutions but most involve either re-baking the mesh maps - something that, in my use case, is impractical and means I need to commit to a texture resolution. Or using additional software to combine the maps, which can result in artifacts.

 

Also, I see a common answer to the multiple texture set problem is to use a Material ID map. While this is a good solution at the 'painting phase', it removes flexibility in the 'baking phase' where, as I have stated above, the different materials generate flexibility in baking the mesh maps essential to good results in the painting phase. 

 

I will concede that perhaps my baking work-flow could be altered. However the material method worked so beautifully with such wonderful results I have to believe that it was an intended feature of the software.

 

Therefore my suggestions are to:

a) allow the optional combination of texture sets at export

b) allow the export of texture maps based on a UV/UDIM tile

 

Thank you for reading and considering this improvement for near-future updates.

Cyril Dellenbach
Community Manager
Community Manager
November 9, 2023

Hello @DezCookies,

 

Thanks for the interesting suggestion and the detailed workflow.

 

Initially, the Texture set defined by a Material ID was simply a method to determine whether two objects share the same UV map or not, and avoid mixing UVs. Therefore, it wasn't built for merging multiple Texture sets, but the opposite.

 

Now the application has greatly evolved a lot more people are using it, and with that a lot of new workflow emerged. Your message is a good example of why this could be useful to merge multiple texture sets.

 

However, adding such a feature wouldn't be trivial. How to detect UV islands? What happens if two UV islands overlap? How to handle different size/dilations parameters? etc.

In addition, this would also complexify how Substance 3D Painter builds Texture sets/UDIMs, which is already not always perfectly clear for beginners.

 

We have obviously already discussed about this topic, but I'll still share your message with the rest of the team.

 

Thanks again for your message.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe