The Texture Set Settings window controls the parameters of the currently selected Texture Set (see the Texture Set List).
This is where the resolution, channels and associated mesh maps can be managed.
A the top of the window is the size parameter which controls the channels resolution in pixels inside a Texture Set.
To change the resolution simply click on the dropdown :
To use non-square resolutions (for example 2048x1024) disable the lock button between the two dropdowns.
Texture Set resolutions are dynamic because of the non-destructive workflow of Substance Painter.
This means it is possible to work at a low resolution to get good performances and then use an higher resolution later to get better quality. Inside the application the maximum resolution of a channel is 4096x4096 pixels, while when exporting the maximum is instead 8192x8192 (if supported by the GPU).
Changing the resolution may trigger a long computation of the engine.
Below the size parameter is the list of channels related to a specific Texture Set.
This list can be modified by adding or removing channels (unless overridden by the Material Layering workflow).
To add a channel, click on the "+" (plus) button which will open a menu with a list of all the channels not already assigned to the Texture Set. To remove a channel click on the "-" (minus) button.
- One line correspond to one channel.
- There is no maximum amount of channel, however too many channels can impact performances.
- " UserX " channels are special channels that can be used in custom shader. They can be renamed in the interface.
- Each channel has a data type setting with a default value based on its nature. The data type controls how painting information are stored for this channel. It is advised not to change this setting.
|sRGB8||RGB colors, gamma corrected values, stored on 8bits.|
|L8||Grayscale values, stored on 8bits.|
|RGB8||RGB colors, stored on 8bits.|
|L16||Grayscale values, stored on 16bits.|
|RGB16||RGB colors, stored on 16bits.|
|L16F||Grayscale values - positive and negatives, stored on 16bits floating.|
|L32F||Grayscale values - positive and negatives, stored on 32bits floating.|
|RGB32F||RGB colors - positive and negatives, stored on 32bits floating.|
The data type is not a color space/gamma control.
The data used for storing the information of a channel (for example sRGB8 or L32F) have no effect on the way the application will read them. For example the Roughness channel will still be considered as Linear, and the BaseColor will still be considered as sRGB (gamma corrected).
Below the channel list are the channel mixing settings.
These settings allow to specify how Substance Painter needs to combine the baked textures (mesh maps) and the channels.
Controls how the "baked normal map" should be combined with the "Normal" channel.
Possible values are :
|Ambient Occlusion mixing|
Controls how the "baked ambient occlusion" should be combined with the "Ambient Occlusion" channel.
Possible values are :
The mixing settings may be disabled if the channel is missing in the list. If the channel is missing, the default mixing value is used.
The UV padding settings controls how Substance Painter generate the first pixels outside the UV island. For more information see the padding documentation.
|3D Space Neighbor|
Look at the other side of the UV seam to find the neighbor pixel color and use it at the UV border. This setting is recommend when painting across UV seams with continuous patterns.
Example with regular padding at left, and the 3D Neighbor on the right :
|2D Space Neighbor|
Copy the pixel inside an UV island to the border outside the UV island before generating the padding. This settings is recommended when UV islands have very opposed information and doesn't overlap.
Example with a sphere where bands have each a unique color per UV islands, on the left with the 2D neighbor setting setting and 3D neighbor on the right (notice the bleeding) :
This padding setting is saved per Texture Set and taken into account during the texture export and visualization into the viewport.
The Mesh maps are baked textures specific to the mesh and Texture Set.
Use the Bake Mesh Maps button to open the baking window. For more details see the baking documentation.
The Mesh Maps slots are for special textures used by multiple dynamic filters in Substance Painter.
For example the Curvature, the Normal or the Ambient Occlusion map can be used by Mask Generators. Mesh maps can either be imported or baked directly inside Substance Painter.