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Color Map from Mesh | Substance 3D bakers

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    1. What is Baking?
    2. Software interface
      1. Substance 3D Painter
      2. Substance 3D Designer
      3. Substance 3D Automation Toolkit
    3. Availability per software
    4. Compatible 3D software
    5. Tutorials
  4. Bakers settings
    1. Common Parameters
    2. Ambient Occlusion
    3. Ambient Occlusion from Mesh
    4. Bent Normals from Mesh
    5. Color Map from Mesh
    6. Convert UV to SVG
    7. Curvature
    8. Curvature from Mesh
    9. Curvature from Mesh (deprecated)
    10. Height Map from Mesh
    11. Normal Map from Mesh
    12. Opacity Mask from Mesh
    13. Position
    14. Position map from Mesh
    15. Thickness Map from Mesh
    16. Transferred Texture from Mesh
    17. World Space Direction
    18. World Space Normals
  5. Guides
    1. Error and Warning Messages
    2. Performances and optimizations
    3. Triangulating before baking
  6. Features
    1. Geometry Cache
    2. GPU Raytracing
    3. Matching by Name
    4. Tangent Space
  7. Common questions
    1. How to export the baked maps?
    2. Is dithering applied to baked textures?
    3. Should I enable "Compute tangent space per fragment"?
    4. What are Assbin files?
    5. What is the bit depth of baked textures?
    6. What is the difference between the OpenGL and DirectX normal format?
    7. Why are there strange stretches in my textures after baking or exporting?
    8. Why is Matching by Name not working with Ambient Occlusion/Thickness?
    9. Why is my mesh fully black after baking?
  8. Common issues
    1. Aliasing on UV Seams
    2. Baker output is fully black or empty
    3. Baking failed with Color Map from Mesh
    4. Black shading cross are visible on the mesh surface
    5. Mesh parts bleed between each other
    6. Normal map has strange colorful gradients
    7. Normal texture looks faceted
    8. Seams are visible after baking a normal texture
    9. Seam visible on every face
    10. Texture baked outside of Substance software looks incorrect

Color Map from Mesh

This Color Map from mesh baker projects color properties from a high definition mesh into a texture. It can be used to bake polypaint or material IDs to create selection masks.

Available in:

  • Substance Designer
  • Substance Automation Toolkit
  • Substance Painter

Parameters

ParameterDescription
Color Source

Controls from which property of the high-poly mesh the color generation should be based on.

Possible values:

  • Vertex Color: reads the vertex color save it into the texture. Color are interpolated from vertex to vertex.
  • Material Color: reads the material color assigned to a polygon face.
  • Mesh ID: assign a color per object found.
  • Polygroup / Submesh ID: assign a color per sub-object (also called element).
Color Generator

Defines how the color is generated when the Color Source is set to Mesh ID or Polygroup/Submesh ID.

Possible values:

  • Random: each object or sub-object is colored by a randomly generated color.
  • Hue Shift: each object or sub-object is colored by a unique color based on a hue.
  • Grayscale: each object or sub-object is colored by a unique grayscale value.

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