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How to use an id map as input for a SP filter graph in the SD?

New Here ,
Aug 22, 2023 Aug 22, 2023

Hello all,

 

I would like to make a Substance painter filter which converts a id map into a single grayscale image to the user3 channel.

 

The problem is, when I use the id map input node in the SD, it doesn't out any value. So the output value is always empty. But when I use the baseColor input node, the filter works perfectly.

 

Is there a way to use an id map as input for a SP filter graph in the SD?

 

You can check my work from attached files.

IDtoGrey.sbs doesn't work, but BaseColorToGrey.sbs works well. You can test them on the SP after publishing them.

 

I wait your wisdom.

TOPICS
How to , Substance Graph
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correct answers 1 Correct answer

Adobe Employee , Aug 22, 2023 Aug 22, 2023

Hello @Dongseok308452906397,

 

Thanks for your message and the .SBS.

 

From what I can see of your graph, the problem doesn't come from the input node, but probably from its Attribute Type. The graph is set as a filter, where I think you'd rather want a Standard material.

As you can see in the following .GIF, I switched the IDtoGrey graph Type, in addition I set the Output Usage as user3, and it works as it should.  

 

ID map.gif

 

With that being said, if you strictly want to turn the ID map to a Greysca

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Adobe Employee ,
Aug 22, 2023 Aug 22, 2023

Hello @Dongseok308452906397,

 

Thanks for your message and the .SBS.

 

From what I can see of your graph, the problem doesn't come from the input node, but probably from its Attribute Type. The graph is set as a filter, where I think you'd rather want a Standard material.

As you can see in the following .GIF, I switched the IDtoGrey graph Type, in addition I set the Output Usage as user3, and it works as it should.  

 

ID map.gif

 

With that being said, if you strictly want to turn the ID map to a Greyscale map for the user3 channel, you can simply have a Greyscale conversion node in between the input and output.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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New Here ,
Aug 22, 2023 Aug 22, 2023
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Huge thanks for the answer.

 

As you said, it is working when I changed the attribute type to the standard material.

 

In short, according your answer, there are two cases depending on the type of input data:

1. When a input data comes from baked mesh data texture: Use the standard material type

2. When a input data comes from a Substance painter's rendering buffer: Use the Filter type

 

Thanks again for the quick support.

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