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Participant
October 1, 2022
Answered

Exporting from Cinema 4D and Blender into Substance. Not finding edges.

  • October 1, 2022
  • 1 reply
  • 552 views

Hi all.

I’m currently trailing Substance Painter and I don’t know if I’m missing something. I’ve tried exporting from both Cinema 4D and Blender and get the same results. I can’t seem to get the smart masks to work.

 

I’ve got a basic cube. I’ve tried both UV unwrapping in Cinema 4D (not up to speed with Blender yet), and I’ve tried Substance’s own auto unwrapping. I’ve exported the cube as an fbx. Imported it into Substance > New Project >
Nothing selected in the template,
Resolution 1024 (also tried 2048),
Normal map (tried both OpenGL and DirectX),
UV Tile workflow (again tried both),
and tried Auto-unwrap checked on unchecked.

 

Loads un and seems to recognise the UV layout.

 

 

Apply a smart material (eg. Copper Worn), all ok.

 

 

Add a fill layer on top, again all ok.

 

 

Then apply the Edge Damage smart mask to the fill layer.

And get this result.

 

 

I then tried baking the material before applying anything,

 

 

with the following results.

 

and with the mask inverted

 

 

If I open their sample (EG. MeetMat), and do the same it works as expected. IE. Damage along the edges.

 

What am I doing wrong.

Thanks in advance. 

This topic has been closed for replies.
Correct answer davescm

Hi

The edge damage mask makes heavy use of the baked curvature map. Chances are that map has no information in it -  you can check by changing the view from material to curvature.  Try rebaking and increasing the sampling radius for curvature baking. Once you have information in that map - try your smart materials and maps again.

 

As an aside, when importing from Blender choose OpenGL as the normal format for import and also for export. I usually set the bake maps to the same size as the project texture maps.

 

Dave

1 reply

davescm
Community Expert
davescmCommunity ExpertCorrect answer
Community Expert
October 1, 2022

Hi

The edge damage mask makes heavy use of the baked curvature map. Chances are that map has no information in it -  you can check by changing the view from material to curvature.  Try rebaking and increasing the sampling radius for curvature baking. Once you have information in that map - try your smart materials and maps again.

 

As an aside, when importing from Blender choose OpenGL as the normal format for import and also for export. I usually set the bake maps to the same size as the project texture maps.

 

Dave

Andy5C2FAuthor
Participant
October 2, 2022

You sir, are a hero.

Spot on. Thanks for the help. Just goes to show how much I have to learn.

 

Thanks again.