Last updated on
May 24, 2023
- Substance 3D home
- Home
- Getting Started
- Bakers settings
- Common Parameters
- Ambient Occlusion
- Ambient Occlusion from Mesh
- Bent Normals from Mesh
- Color Map from Mesh
- Convert UV to SVG
- Curvature
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position
- Position map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
- Guides
- Features
- Common questions
- How to export the baked maps?
- Is dithering applied to baked textures?
- Should I enable "Compute tangent space per fragment"?
- What are Assbin files?
- What is the bit depth of baked textures?
- What is the difference between the OpenGL and DirectX normal format?
- Why are there strange stretches in my textures after baking or exporting?
- Why is Matching by Name not working with Ambient Occlusion/Thickness?
- Why is my mesh fully black after baking?
- Common issues
- Aliasing on UV Seams
- Baker output is fully black or empty
- Baking failed with Color Map from Mesh
- Black shading cross are visible on the mesh surface
- Mesh parts bleed between each other
- Normal map has strange colorful gradients
- Normal texture looks faceted
- Seams are visible after baking a normal texture
- Seam visible on every face
- Texture baked outside of Substance software looks incorrect
Ambient Occlusion
The Ambient Occlusion baker allows to bake an ambient shadow texture. This baker uses a fast algorithm executed on the GPU.
Available in:
- Substance Designer
- Substance Automation Toolkit
Alert:
- This baker may not be supported on old GPUs.
- Baking at high resolution on low-end / mobile GPUs can lead to a crash.
Parameters
Name | Description |
---|---|
Normal Map | Input normal map file that can be used to provide additional geometry details on the surface of the mesh to be taken into account during the baker computation. This parameter is optional. |
World Space | If enabled, specify that the input normal map is in World Space (instead of Tangent Space). If no input normal map is provided, this parameters is ignored/disabled. |
Invert Normal | Compute the ambient occlusion map with inverted normals (can be used to generate a thickness map). |
Use Unselected Mesh Parts | Use unselected mesh parts of the mesh to bake the ambient occlusion map. |
Quality | Choose the quality of the Ambient Occlusion map. A higher quality is slower to compute. Available values:
|
Precision Bias | Precision of the ambient occlusion. A lower value will give a higher precision, but can produce bigger artefacts. |
Distance Fade | Spread of the ambient occlusion. |