Copy link to clipboard
Copied
differences? lol
I assume you are referring to the graph templates. Each is just a starting point for a different type of graph for different purposes.
If you twirl open the Template Details for each and scroll down you will see a description of the use for each template, many of which are appropriate for specific uses within Substance Painter, along with the outputs that will be set up. In addition, some set up inputs that will be required for their use.
...
Copy link to clipboard
Copied
I assume you are referring to the graph templates. Each is just a starting point for a different type of graph for different purposes.
If you twirl open the Template Details for each and scroll down you will see a description of the use for each template, many of which are appropriate for specific uses within Substance Painter, along with the outputs that will be set up. In addition, some set up inputs that will be required for their use.
A description of those in your list can be found in the Painter documentation
https://helpx.adobe.com/substance-3d-painter.html
In short
Material - a group of textures that combine to form a surface material that can be applied for rendering. In Substance these are usually procedural so can be edited with controls and are recalculated at the required pixel density.
Atlas - a group of objects that can be scattered on a surface
Decal - A material designed to be applied to a surface in one spot e.g. a logo. or stain, drip etc In Painter any material can be applied as a decal
Filter a graph that acts on an input to produce an output
Texture generature - a graph that produces patterns or noises or full textures procedurally
Mesh based generator - a graph that uses input maps baked from teh mesh such as curvature, position etc to affect how it generates the output. As an example, that allows the generation of edge damage on the model, without having to paint along the edges.
Dave
Copy link to clipboard
Copied
you are the best dave, thanks.
also, whats a bump? i think its a map or sm
Copy link to clipboard
Copied
'bump' or 'bump mapping' usually refers to the use of a heightmap in rendering to simulate in /out movement of the surface and therefore texture on the surface. It is not as effective as a normal map which can tell the render engine to simulate movement in 3 directions (by adjusting the way light paths reflect) and therefore give a more effective simulation of surface features.
Note : Bump mapping is different to actual displacement mapping which uses a heightmap to displace the subdivided mesh in 3D space, rather than just simulating surface displacement during rendering. That though requires a much higher vertex count, although some 3D engines use clever tricks such as micro-displacement to subdivide surfaces closer to the camera much more than those further away. Blender's adaptive subdivision is an example of this.
Dave
Copy link to clipboard
Copied
amazing.
unrealted question but may I ask why all the textures are shown in a sphere by defualt in all sites, or like in community assets? why not shown in a cube or smth like that, is it a standard or sm
Copy link to clipboard
Copied
Hello @samuel_the_hamster,
Usually, the textures are displayed on a sphere because it allows to see the material on a lot more angles than a square (for example) would do. Hopefully, you can quickly switch from a mesh to another in Substance 3D Designer.
I guess we can say it's a standard.
Best regards,
Copy link to clipboard
Copied
Thanks 👍
Find more inspiration, events, and resources on the new Adobe Community
Explore Now