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Participant
March 15, 2022
Question

What nodes?

  • March 15, 2022
  • 1 reply
  • 384 views

Hey I'm new to the forums as well as Substance Designer, I was curious as to what nodes I should use to blend four different textures; a albedo, normal, displacement and roughness map to be exact. There aren't many tutorials on how exactly to do this and I have about 100+ textures from 20 differents materials that I'd like to condense, thank you. 

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1 reply

davescm
Community Expert
Community Expert
March 16, 2022

I'm not sure what you are trying to achieve here.

 

If it just an SBSAR material file using those bitmaps unchanged, then just connect each to an output node and set the label and usage of the output nodes to Diffuse*, Normal, Height and Roughness as appropriate.

 

*If your albedo colour map is designed for use in a metallic/roughness workflow (metallic areas will be coloured rather than the black in a diffuse workflow) then connect it to Base Color - but you should also add a metallic map.

 

Dave

RCFinestAuthor
Participant
March 16, 2022

No I imported that set from Bridge but I'm trying to combine them all into one file (RGB + Alpha) is that possible?

davescm
Community Expert
Community Expert
March 18, 2022

This is consfusing, could I split the normal and albedo?The reason I'm asking is because I was watching a tutorial on YouTube and someone had six texture maps (Albedo, normal, displacement, AO, cavity and roughness) into two textures by RGBA splitting the normal and alpha merging the albedo and roughness then blending the AO and cavity and finally RGBA merging the AO and cavity and alpha merging the albedo and roughness making it albedo + roughness and finally merging the normals with AO + Cavity + Displacement. Am I able to remove one of those textures from the equation and create only two textures instead of four?


You could use an RGBA split and RGBA Merge node to create a single output containing a colour image (Albedo or Normal) in the RGB channels and a greyscale (e.g. height) in the Alpha channel. You would be limited to using teh same bitdepth for both colour and greyscale.  You would need two such outputs to handle your listed textures.

You would of course need to split the channels again when you come to use the textures.

 

Dave