Skip to main content
evany90292982
Known Participant
Dec 10, 2023 12:54 AM UTC
Answered

How to Preserve ID Maps When Rebaking Reimported Mesh

Is this even possible? It would be nice to be able to add to an existing color ID map without completely overwriting the old map when I rebake (It's for a decal sheet that I'm updating as I use). 

This topic is closed to new replies. Start a new post to keep the conversation going.
Cyril Dellenbach
Cyril DellenbachCorrect answer
Community Manager
Dec 12, 2023 9:48 AM UTC

I see. This is an interesting use case. This would demand to check which UV island is consistent and which are new. I'll share your request to the team, but just so you know, this isn't a trivial implementation.

 

Regarding the Tolerance parameter, this is an option from the Color Selection tool, not the baking (RMB on a mask > Add Color Selection).

 

Best regards,

Cyril Dellenbach (Micro) | Product Manager | Substance Painter

6 replies

Cyril Dellenbach
Community Manager
Community Manager
Dec 11, 2023 10:31 AM UTC

Hi @evany90292982,

 

Thanks for the message.

 

What would you update when rebaking and what would you keep?

 

Regarding the similar colors, there are several sources you can choose to build the ID map.

  • Vertex Color
  • Material Color
  • File ID
  • Mesh ID/Polygroup

 

As long as all your using the File ID source, and that the desired parts are separated objects, they shouldn't share the same ID color. That being said, the color can look similar, but actually have different values. Make sure the tolerance parameter in the color selection is low enough.

 

Best regards,

Translate
Cyril Dellenbach (Micro) | Product Manager | Substance Painter
evany90292982
Known Participant
Dec 11, 2023 3:13 PM UTC

Thanks for the reply. Where do I find the color tolerance parameter? I don't see it under the ID section of the Baking settings window. 

 

In my specific case, I added the circled element to my trim sheet, and since I already had an ID map wherein each element was assigned a unique color based on Mesh ID, it would have been nice to preserve the colors for everything that already had colors assigned while assigning a new color to the circled element. 

Translate
Cyril Dellenbach
Community Manager
Cyril DellenbachCommunity ManagerCorrect answer
Community Manager
Dec 12, 2023 9:48 AM UTC

I see. This is an interesting use case. This would demand to check which UV island is consistent and which are new. I'll share your request to the team, but just so you know, this isn't a trivial implementation.

 

Regarding the Tolerance parameter, this is an option from the Color Selection tool, not the baking (RMB on a mask > Add Color Selection).

 

Best regards,

Translate
Cyril Dellenbach (Micro) | Product Manager | Substance Painter
evany90292982
Known Participant
Dec 10, 2023 1:07 AM UTC

Also is there a way to prevent Substance from choosing the same color for separate mesh IDs? That kinda defeats the whole purpose of ID maps

Translate
evany90292982
Known Participant
Dec 10, 2023 1:59 AM UTC

In my export, these meshes are separate, but lo and behold, they share the same freaking color!!!!!!

Translate