The bakers allow you to bake data from the mesh. Those maps can then help you to create textures based on the mesh information.
You can bake maps up to 8k resolution.
The maps you can bake are:
- Ambient Occlusion
- Ambient Occlusion Map from Mesh
- Bent Normal Map from Mesh
- Color map from Mesh
- Convert UV to SVG
- Curvature (also called Cavity Map)
- Curvature Map from Mesh
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position Map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
To extract maps from a mesh, import the mesh in the Explorer, right click on it and chose Bake model Information.
You can choose here which information you want to bake from the drop-down list.
- Ambient Occlusion: bakes ambient occlusion data from the model into a bitmap.
- Ambient Occlusion Map from Mesh: bakes ambient occlusion data from a high poly model.
- Bent Normal Map from Mesh: bakes bent normal map from a high poly model.
- Color map from Mesh: bakes the vertex color or material color from a high poly model.
- Convert UV to SVG: bakes UV shells from the model into a vector image mask.
- Curvature: bakes the curvature data. This produces a map where highly concave areas are rendered as black, while highly convex areas are rendered in white. We recommend using 16-bit normal maps as inputs for this process to obtain optimum results.
- Curvature Map from Mesh: bake the curvature map from a high poly model
- Height Map from Mesh: bakes the distance values from a high definition model to the current model.
- Normal Map from Mesh: bakes the normals from a high definition model to the current model.
- Opacity Mask from Mesh: bakes geometry "holes" from a high definition model to the current model.
- Position: bakes world position data into a bitmap.
- Thickness Map from Mesh: is very similar to the ambient occlusion baker, but it casts the rays in the opposite direction of the surface normal.
- Transferred Texture from Mesh: bakes a texture from a high definition model to the current model.
- World Space Direction: bakes vector orientation from world space to texture space.
- World Space Normals: bakes world-space normal data into a bitmap.
*Please note that this feature is unavailable on certain graphics cards. See Known Issues for more details.
When used in combination with the UV Mask data, World Space Normals and Ambient Occlusion maps are ideal for creating Substance graphs that need to focus only on the curves and edges of a model's elements, such as the edge of a car door, or exposed joints. For example, you might want these corners and edges to appear more worn and chipped. Using these baked bitmaps in your Substances, you can create effects that can use edge detection to focus solely on those areas, rather than affecting the entire model.
New in Sd 2017.1: the interface has been totally revamped for more info about the old UI, follow this link
The baker panel is divided in 4 parts:
Let you define which part of the mesh is involved in the baking process.
New in Substance Designer 6, you can also select by material:
Method: Choose if the generated maps a embedded or linked to the project.
Folder: if linked, let you specify where the maps have to be stored
Name: set the naming rules for the maps
Place resource into a mesh specific folder: if checked, does exactly what it's saying.
3: Setup High Definition parameters
Add High definition model: once clicked, let you choose a high res mesh:
- from a file located on your computer
- from a resource, which is already part of your current project
Set distance with:
- Values: distance settings are defined by the parameters below in the list
- Cage: the distance will be defined by the cage file
Frontal and Rear value: set the maximum distance the rays are allowed to make before finding a surface.
Relative to Bounding box: if checked, the distance is relative to the object bounding box.
Ignore backface: if checked, rays will ignore backface which can avoid artifact in certains conditions
- Always: will take in account the whole hi res mesh for the baking
- by name: will rely on the naming convention (defined in the preferences) to fit the high and low res elements
Use Skew correction:
Use low as high definition: if checked, the low res will be projected on itself.
4: Bakers default values
Dilatation width (px): defines the width used for the padding
Apply diffusion: defines if the diffusion is applied or not
Default size: Set the size of the output texture(s)
Average normals: if checked, normals will be averaged during the baking
Default Format: Set the output texture format
Default Anti Aliasing: Set the anti aliasing value (high= more quality, but takes more time)
Default UV set: lets the user choose the UVs to use in the baking process
5: Bakers renders list
By pressing thebutton, you can add the desired bakers to the processing list
Bakings are processed following the list order (from top to bottom): this may be important if you want to reuse the result of a bake (like the normal map) in another baking process
Clicking on the "+" in the bakers layout lets you add the bakers in a stack (You can put as many bakers as you want in a stack).
You can remove a baking process from the list by pressing
You can reorder the baking process list by selecting a baking process and using
Will displays the settings that are unique to each baker.