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Help request for substancePainter texture channel UV premultiplied

Community Beginner ,
Jul 15, 2022 Jul 15, 2022

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  For our own asset pipeline construction, we need to use SP's custom channel as a data map. The custom shader then reads the texture as the basis for rendering. Textures are generated by the texture generator created by SD. Reference file: temporaryPlan.spp, see Shader: Toon.glsl, as shown.

  

mengzhou248385508mlc_0-1657881875498.png

  Render the final result correctly

  

mengzhou248385508mlc_1-1657881901409.png

 

  Layer settings

  

mengzhou248385508mlc_2-1657881924697.png

 

  Cartoon Map User Channel

  SP defaults to premultiplied UVs and expands the channel map, which causes the data map to not read as expected, as shown. Reference file: bad.spp, as shown.

  

mengzhou248385508mlc_3-1657881961332.png

 

  render result

  

mengzhou248385508mlc_4-1657881978609.png

 

  Data channel error due to premultiplied UVs

  Because the relevant settings were not found, and the related API could not close the texture premultiplication and expansion for a certain channel. So try to use another auxiliary patch with fully unwrapped UVs to solve the problem.

  

mengzhou248385508mlc_5-1657882005375.png

 

  Hope, whether the official can provide relevant solutions. Or increase the corresponding settings of the channel. Or provide APIs that can control related functions.

  demo file

https://drive.google.com/file/d/1-9xalr7fYIiOfxXotG1I8yWjKgGbmuMm/view?usp=sharing

 

 

Bug Unresolved
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1 Comment
Adobe Employee ,
Jul 19, 2022 Jul 19, 2022

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Hi,
Unfortunately, reading outside the UV space isn't possible for now as we're applying padding to your texture.You could keep the square in your scene while editing. 
Thank you,
Kind Regards,
Geoffroy SC

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