Substance Painter 1.x

Substance Painter 1.x

View Stats:
Mr Lawson Jun 24, 2015 @ 6:48am
Merging texture sets
I have a model with multiple texture sets but share the same UV sheet. Is there any way to merge them into one Albedo, one Roughness, one Metal and one Normal map in Painter? I'm using version 1.4.1
< >
Showing 1-9 of 9 comments
wesm Jun 24, 2015 @ 8:14am 
Originally posted by Mr Lawson:
I have a model with multiple texture sets but share the same UV sheet. Is there any way to merge them into one Albedo, one Roughness, one Metal and one Normal map in Painter? I'm using version 1.4.1

Hi,

I'm sorry, but there is not a way to merge the sets in Painter at this time. You would need to manually do this in Designer or Photoshop. You can use the ID map bake to create a mask that will help you do this.

Cheers,

Wes
Mr Lawson Jun 24, 2015 @ 8:14am 
Thanks :D
The Gipper Jun 26, 2015 @ 10:54am 
Im trying to do the exact same thing!
Im a noob, how do I bake an ID mask?
It's coming out black with no alpha :(
wesm Jul 6, 2015 @ 8:37am 
Originally posted by The Gipper:
Im trying to do the exact same thing!
Im a noob, how do I bake an ID mask?
It's coming out black with no alpha :(

Hi,

To bake the ID map, you can use the bakers in SP. When you click the Bake Textures button, you will see the baker option dialog and you can choose to bake the ID map only. There are options for the ID map where it will take the material IDs and their color to create an ID mask. You can also choose to use vertex color as well.

Cheers,

Wes
Bry55 Oct 21, 2015 @ 6:23pm 
Originally posted by wesm:
Originally posted by Mr Lawson:
I have a model with multiple texture sets but share the same UV sheet. Is there any way to merge them into one Albedo, one Roughness, one Metal and one Normal map in Painter? I'm using version 1.4.1

Hi,

I'm sorry, but there is not a way to merge the sets in Painter at this time. You would need to manually do this in Designer or Photoshop. You can use the ID map bake to create a mask that will help you do this.

Cheers,

Wes

Hi, is there finally a way to do it? I actually have 17 shaders, which means nearly 90 textures to merge in photoshop, which means that I will have to spend at least 3 hours doing this painful process... why do you allow to have different shader to be able to hide other part, if you don't have to possibility to merge the maps at the end... I feel like I just fell in a trap and will have to waste the time that I win by using SP
wesm Oct 26, 2015 @ 11:50am 
Originally posted by CenterShock-Bry55:
Originally posted by wesm:

Hi,

I'm sorry, but there is not a way to merge the sets in Painter at this time. You would need to manually do this in Designer or Photoshop. You can use the ID map bake to create a mask that will help you do this.

Cheers,

Wes

Hi, is there finally a way to do it? I actually have 17 shaders, which means nearly 90 textures to merge in photoshop, which means that I will have to spend at least 3 hours doing this painful process... why do you allow to have different shader to be able to hide other part, if you don't have to possibility to merge the maps at the end... I feel like I just fell in a trap and will have to waste the time that I win by using SP

HI,

The workflow comes down to material management. If you need to reduce the textures, then its best to reduce the material count. For a realtime asset, you need to minimize the number of materials assigned to the asset for best optimization.

In Painter, you can only working with a single shader for all texture sets. We allow for multiple materials, but if you need to merge them in the end, its best to work with only one material and use masks to apply different materials to portions of the mesh. If you have multiple materials and the UVs overalap, you won't be able to merge them anyways.

When we support UDIM, we will have a workflow for merging texture sets.

Cheers,
Wes
Hi, is there finally a way to do it? I actually have 17 shaders, which means nearly 90 textures to merge in photoshop, which means that I will have to spend at least 3 hours doing this painful process
Are you doing it manually using the lasso tool in Photoshop? You can just re-megre model into single TextureSet, replace texture sets with unique MatIDs, and then use them as mask to merge.
Last edited by 僕の名前 (仮); Oct 27, 2015 @ 3:30am
3Rton Dec 7, 2015 @ 2:04pm 
Originally posted by wesm:
Originally posted by CenterShock-Bry55:

Hi, is there finally a way to do it? I actually have 17 shaders, which means nearly 90 textures to merge in photoshop, which means that I will have to spend at least 3 hours doing this painful process... why do you allow to have different shader to be able to hide other part, if you don't have to possibility to merge the maps at the end... I feel like I just fell in a trap and will have to waste the time that I win by using SP

HI,

The workflow comes down to material management. If you need to reduce the textures, then its best to reduce the material count. For a realtime asset, you need to minimize the number of materials assigned to the asset for best optimization.

In Painter, you can only working with a single shader for all texture sets. We allow for multiple materials, but if you need to merge them in the end, its best to work with only one material and use masks to apply different materials to portions of the mesh. If you have multiple materials and the UVs overalap, you won't be able to merge them anyways.

When we support UDIM, we will have a workflow for merging texture sets.

Cheers,
Wes

While I generally see the point I do feel like having the choice of import with multiple texture sets and merge at end would be beneficial. For example on of my co-students was working on a revolver model today and found out the hard way the merging the texture sets was not possible. He had mapped individual texture sets for all the physical parts of the gun and planned at the end to use one material for all the parts which where, albeit in different texturesets, placed so that the UV's didn't overlap. This was so that painting areas, such as the insides of the hull and barrel, by hand would be easier.

I'm genuinely interested how matter such as this is currently planned to be done from the pov of Allegorithmic. :P :squirtyay:
wesm Dec 14, 2015 @ 2:39pm 
Originally posted by 3Rton:
Originally posted by wesm:

HI,

The workflow comes down to material management. If you need to reduce the textures, then its best to reduce the material count. For a realtime asset, you need to minimize the number of materials assigned to the asset for best optimization.

In Painter, you can only working with a single shader for all texture sets. We allow for multiple materials, but if you need to merge them in the end, its best to work with only one material and use masks to apply different materials to portions of the mesh. If you have multiple materials and the UVs overalap, you won't be able to merge them anyways.

When we support UDIM, we will have a workflow for merging texture sets.

Cheers,
Wes

While I generally see the point I do feel like having the choice of import with multiple texture sets and merge at end would be beneficial. For example on of my co-students was working on a revolver model today and found out the hard way the merging the texture sets was not possible. He had mapped individual texture sets for all the physical parts of the gun and planned at the end to use one material for all the parts which where, albeit in different texturesets, placed so that the UV's didn't overlap. This was so that painting areas, such as the insides of the hull and barrel, by hand would be easier.

I'm genuinely interested how matter such as this is currently planned to be done from the pov of Allegorithmic. :P :squirtyay:

HI,

If you are needed to merge textures, I would use a single texture set. You can then mask areas of the model using the Polygon fill tool or color ID map. If you need to hide parts then you could just add a fill layer with only the opacity channel set to 0. Since each material group is masked, placing the opacity fill will result in that masked section being hidden. Its not a perfect solution, but is an ok workaround.

Cheers,
Wes
< >
Showing 1-9 of 9 comments
Per page: 1530 50