Last updated on
May 24, 2023
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- Ambient Occlusion from Mesh
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- Color Map from Mesh
- Convert UV to SVG
- Curvature
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
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- Guides
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- 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
Mesh parts bleed between each other
Alert:
Issue
Mesh geometry bleeds on other parts and create artifacts.
Note:
Explanation
The baking process sends rays from the low-poly mesh surface to hit the high-poly mesh to create a match. Sometimes the rays go too far and hit the wrong geometry, creating the bleeding and artifacts.
Note:
Solution
A few solutions are available to avoid this issue :
- Use the Matching by Name feature to isolate the meshes
- Use a cage to limit the ray distance.
- Change the default ray distance in the common baker settings to a lower value.