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Curvature from Mesh | Substance 3D bakers

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  2. Home
  3. Getting Started
    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

Curvature from Mesh

The Curvature from mesh baker generates a curvature texture from high-poly meshes. It is slower than the base curvature baker but produce more accurate results.

Available in:

  • Substance Designer
  • Substance Automation Toolkit
  • Substance Painter

Parameters

Parameter

Description

Secondary Rays

Amount of rays emitted to read the nearby geometry. A high value will produce less noise but take longer to compute. Default is 32.

Sampling Radius

How far the nearby geometry is taken into account to compute the curvature at the surface of the geometry. High values may produce stronger edges while lower values may produce thinner edges but miss information.

Relative To Bounding Box

Defines if the sampling radius is relative to the size of the mesh or if it defined as a unit based distance.

Self Intersection

Matching by name of curvature rays. Indicates how the bakers should match low and high-poly geometry. It can be used to filter the baking process without the need to manually move apart (explode) meshes.

Possible values:

  • Always (default): Low-poly mesh is matched with every high-poly meshes.
  • By Mesh Name: Filter the meshes by their name to avoid matching with unwanted geometry.

To learn more about matching geometry see: Matching by Name.

Automatic Tonemapping bounds

Controls how the curvature values should be wrote into the texture. If enabled, the range of value will be normalized between 0 and 1 based on the minimum and maximum value found during the baking process. If disabled, the minimum and maximum value are defined manually.

Note:

When baking UDIMs/UV Tiles, this parameter should be disabled to make the tonemapping uniform and not specific per tile, otherwise this could create seams between each textures. To find the right min/max values manually, bake first with this setting enabled then take a look at the console/log to see which values the baker did output.

Tonemapping Min

If Automatic Tonemapping bounds is disabled, defines the minimum value to scale the curvature result to fit into the texture.

Tonemapping Max

If Automatic Tonemapping bounds is disabled, defines the maximum value to scale the curvature result to fit into the texture.

Normal Map

Optional path to a normal texture. Can be used to replace the internal computation of the baker.

World Space

If enabled, the normal texture is interpreted as a World Space normal instead of a Tangent Space.

Normal Orientation

Format of the Normal texture if in Tangent Space.

Possible values:

  • DirectX (default)
  • OpenGL

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Adobe MAX

The Creativity Conference

Oct 14–16 Miami Beach and online

Adobe MAX 2024

Adobe MAX
The Creativity Conference

Oct 14–16 Miami Beach and online

Adobe MAX

The Creativity Conference

Oct 14–16 Miami Beach and online