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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
  • 2329 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

Well, have you seen my video? I literally show the same file loaded in both sp2020 and 2021 and how different they bake the id map. Sp2021 bakes only isolating different meshes, while sp2020 also takes the diffuse color of the material setup in the imported file when separating id maps. What is up with that?

I only use the legacy option when I import to have only one texture set at the end. 

CAGameDev
Participating Frequently
July 8, 2021

Without seeing the meshes I wouldn't know. It works fine on my end however.