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Participating Frequently
July 7, 2021
Answered

SP2021 regression for baking id map from multiple materials on meshes

  • July 7, 2021
  • 1 reply
  • 2342 views

This worked fine in SP2020. Not anymore in 2021. 
can someone explain me if I'm doing something wrong?

https://youtu.be/lGwTTRx-vHo

This topic has been closed for replies.
Correct answer CAGameDev

So if my video is tough to understand, I'm posting here the simplest example possible. 

A single mesh, a cube, one part with one material, the other part with a different material.

 

Step1. Blender setup:

 

 

 

 

 

Step 2. Load the file in Substance Painter 2020 with the option to CONVERT UV TILES INTO INDIVIDUAL TEXTURE SETS (legacy) because I need for the object, no matter how many separated meshes it has, to have only ONE texture set at the end (much better for game engines than to have multiple texture sets)

 

Screenshot from SP2020 but I use the same settings on SP2021 of course.

 

Next step, baking. Setting the ID to have the color source "Mesh ID/Polygroup" and Color generator to be Random. 

 

 

Result: Substance painter 2020 below, see the correct ID Map baked:

 

Result from SP 2021, ID Map is invalid. 

 

I also attached the fbx. 

 

Thanks!

 


My first question is why you're using the legacy option when your UVs are within a single UV tile 1001 and you never actually use UDIMs? This option is for those who have more than one tile and they want Painter to generate texture sets per tile ie. 1001, 1002, ect..

 

Also when doing ID maps you should duplicate the mesh, then load in the low poly mesh with a SINGLE MAT ID, then use the ID mesh with more than one MAT ID and bake it. Then you can use the default project setting (non UV Tile).

 

When baking your ID maps for MAT Fills you should be using Material as well for the option.

 

This is what I get:

 

All under one set.

 

I would revise your workflow personally.

 

1 reply

CAGameDev
Participating Frequently
July 7, 2021

ID maps still work just fine in the new Painter and in the same way as they did before. I have this object with different colors:

 

 

Then in Painter:

Participating Frequently
July 8, 2021

What am I doing wrong in SP2021 then? 

Participating Frequently
July 8, 2021

What I showed above is using one mesh (no high to low baking), and you get a single texture set as well. I duplicate so I can bake the IDs. This is because Painter will split per MAT ID which you don't want in this case.

 

The method above is the standard way to do this. If you're looking for something else I cannot assist.

 

SP2021 doesn't act differently for me, so I'm not following you on this.

 

There is nothing more I can add, so if you still need help someone else will need to chime in. Best of luck.


I did marked your answer as correct. I know that workflow works, I've just tested it with SP2021 now, but I used to do just that looong before I've stumbled upon that option that does everything for you automatically without two files one with only one material. It was almost two years ago I believe.

Anyway, it's certainly not your fault but IT IS a serious downgrade for me, as some of my assets have tens of meshes (complex mechanical objects) and each mesh has one to four materials. Imagine deleting those just so SP2021 can do it's baking into one texture set job, in your ONE hour a day spare time (other hours being for the job and the kid and sleep)