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Participating Frequently
March 11, 2023
Answered

Clone tool doesn't work for normal map

  • March 11, 2023
  • 1 reply
  • 9685 views

I want to use the clone tool to delete seams. I set it up to do that for the diffuse and the normal map. For the diffuse it works, but for some reason the normal map is keeping the seam. I attached a video.

 

I am probably missing something pretty easy here. Any ideas?

This topic has been closed for replies.
Correct answer Cyril Dellenbach

Alright, i was just a bit confused, that even in the viewport the "seam" was visible. If i flip the green channel it is better indeed. Sorry. 😉


Until now i didn't realize that the "seam" is just the inverted normal end of a rotated UV shell. So basically the thing you try to make me understand the whole time... 😄 Thank you for your patience.


No problems, it's perfectly understandable. I am glad the issue is solved and have fun with 3D!

 

Best regards,

1 reply

Cyril Dellenbach
Community Manager
Community Manager
March 13, 2023

Hello @reiniw10960852,

 

Thanks for the video. 

 

When you want to paint over a baked normal map, there is a specific workflow to follow with Substance 3D Painter.

 

First, under your Texture Set Settings, turn the Normal Mixing parameter to Replace.

Then, add a Fill Layer and link your Normal map to the "normal" slot. In addition, switch the blending mode to "Normal".

 

For the rest, it's as you already did, just turn the clone tool layer blending mode to Pthr.

 

Quick tip: You can right click on your blending mode to apply the current mode to all the channels.

 

Have a nice day.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
Participating Frequently
March 13, 2023

Hello Cyril, thank you for your answer. I tried it with the workflow you mentioned, but it still doesn't work. I attached a video. Thank you for the quick tip. 🙂

Cyril Dellenbach
Community Manager
Community Manager
March 16, 2023

Sorry but i dont think you get my point. This has nothing to do with an inverted green channel. Just have a look how the exported normal map looks in the viewport (image attached). You can clearly see that there is a seam. An inverted green channel will not change the fact that there is a seam. Of course this seam is then visible in the rendered normal mapping. 😕😕

So the problem still remains within Substance Painter, where i am not able to get rid of this seam. Did you try to export the mesh & textures i sent? Were you able to make them work seamlessly in an external renderer?


Hello @reiniw10960852,

 

Don't worry I get your problem well, and yes I did made some test with your meshes. However, as long as you hide your seams inside Substance 3D Painter (with clone tool, or tri-planar mapping, or something), theses seams shouldn't be visible inside another software.

 

If that is the case, this is in fact very likely due to a difference of normal format between software, therefore you'll need to flip your green channel.

 

 

 

The fact that you see a "seam" in your normal view isn't a problem as long as you don't see it in your material view. As I said before, this normal seam can be due to the rotation of your UV shells and doesn't mean you mesh isn't seamless.

 

 

 

So if you keep using the clone tool as you showed me before and switch the green channel in your rendering software, there shouldn't be any issue.

 

On a side note, if you make sure you're using the same normal format between your rendering software and Substance Painter, you shouldn't have to flip your green channel.

 

Best regards,

 

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe