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GPU Raytracing | Substance 3D bakers

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  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

GPU Raytracing

With the support of the DXR library, it is now possible to use specific hardware to accelerate ray tracing.
Bakers casting many rays per pxiel (such as the Ambient Occlusion From Mesh) take advantage of DXR. Using this feature usually translate to an increases computation speed by a factor of 25 or more.

Enabling DXR (Hardware Requirements)

The DXR-accelerated ray tracing will automatically be enabled if the system follows these requirements:

Note:

In case you are running into issues with DXR, you can disable this feature (and fall back to CPU ray tracing). To do so:

  1. Close the baking window
  2. Go into the Baker tab in the project setting in the Preferences window.
  3. Uncheck Enable GPU raytracing.
  4. Re-open the baking window and relaunch the baking process.

Rendering Modes

The list below indicate which baker takes advantage of the GPU raytracing.


OpenGLCPU RaytracingGPU Raytracing (DXR / Optix)
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 from mesh

Thickness Map from mesh
Transferred Texture from mesh

World Space Direction

World Space Normals

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