Last updated on
May 24, 2023
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- Convert UV to SVG
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- Curvature from Mesh (deprecated)
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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
Why is Matching by Name not working with Ambient Occlusion/Thickness ?
Alert:
Question
I enabled Matching By Name in the common parameters to filter and sort my low and high poly meshes, why does the Ambient Occlusion baker ignores it ?
Note:
Explanation
The Ambient Occlusion, Thickness and Bent Normals baker launch secondary rays when they compute their textures. These rays have their own Matching By Name setting.
Note:
Solution : Substance Painter
Solution: enable the matching by name filtering for the secondary rays in the baker parameters.