Learn how to bake an ID map in Substance Designer.
- [Instructor] Okay, so now we've baked a curvature map…and an ambient occlusion map,…and now we're going to bake out our object IDs.…So I'm going to open up the altar again,…just so we can see it in our little view port.…Here we go.…And I'm going to right-click under Bake model information here.…Okay, so now we want to go back up…to the upper left corner of this UI window,…and we want to say select by sub-mesh.…Okay, so what we're going to do here…is now we can separate the different object groups…into different colors, which will then bake out…basically, like, a mask image file…that we can use for different material blending.…
And so what I want to do here is we have,…I think there are six different groups…that this is broken out into.…And I already have a plan of how I want to break these out,…so we're just going to follow my plan,…and then we are going to assign different colors.…So we have the object frame here,…which is going to be blue,…so I am going to set that to 255 blue…and drag the R and the G sliders down.…
- Creating a substance graph
- Stone, gold, and copper material
- Combining materials using an ID mask
- Exposing parameters and preparing resolution
- Exporting Substance materials
- Building a scene
- Substance with displacement
Skill Level Intermediate
1. Create Substance Graph
2. Substance Export
3. Using Substance in Unreal
4. Substance with Displacement
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