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RAMWolff54
Inspiring
May 6, 2023
Question

Is there a way to make color ID's within SP?

  • May 6, 2023
  • 1 reply
  • 907 views

If not what program can I do that in?  It seems the seams issue was that my OBJ wasn't welded so I got a welded OBJ but it's not ID'd so I have just one of the UV's (UDIM) showing one at a time.  I think the color ID's allow for SP to see this as a whole OBJ so painting over the seams is possible.  Is that a correct assumption?  

 

Thanks so much

Richard 

 

This topic has been closed for replies.

1 reply

Cyril Dellenbach
Community Manager
Community Manager
May 8, 2023

Hello Richard,

 

Thanks for the question.

 

To make it simple, a Material ID defines a Texture setEach time Substance 3D Painter finds a new Material ID, it will create a new Texture set.

Therefore, if the object as only one material applied, Substance Painter will create only one Texture set, allowing you to paint seamlessly across all the UDIMs under this Texture set.

 

Tell me if you need anymore guidance.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
RAMWolff54
Inspiring
May 8, 2023

Hi Cyril.  

Thanks.  I realize that but my question remains unanswered.  How does one go about creating a color id for a UDIM figure either in SP or another program? 

I did find a work around, it's not totally ideal but it worked.  I opened up my OBJ in my go to UV program and just merged all the Groups and Surfaces (where the maps go) together and since the program still sees the UV's I was able to move forward with my project with no issues.  

Thanks so much

Richard 

Cyril Dellenbach
Community Manager
Community Manager
May 9, 2023

Sorry for the misunderstanding and I am glad you found a workaround. I am still unsure what issue you're facing. Are you refering to the material ID or the ID Map. The ID map can be baked inside Substance 3D Painter, but it needs some data.

 

  • Vertex Color: reads the vertex color from the high definition meshes, usually used with Zbrush's polypainting.
  • Material Color: reads the material color from the high definition meshes (only works for FBX files)
  • Mesh ID: assign a color per object from the high definition meshes
  • Polygroup / Submesh ID: assign a color per subobject (also called element) from the high definition meshes

 

With that being said, the ID map isn't really related to the UDIM workflow.

 

Keep me posted.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe