Bent Normals from Mesh | Substance 3D bakers
- Getting Started
- Bakers settings
- Common Parameters
- Ambient Occlusion
- Ambient Occlusion from Mesh
- Bent Normals from Mesh
- Color Map from Mesh
- Convert UV to SVG
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
- 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
Bent Normals from Mesh
The Bent Normals from mesh baker computes a texture that describes the average direction of ambient lighting. This baker is derived from the Ambient Occlusion from Mesh baker.
- Automation Toolkit
|Secondary Rays||Amount of occlusion rays. A high value will produce less noise but will be longer to compute.|
|Min Occluder Distance||Minimum distance where the occlusion rays will hit the high poly geometry.|
|Max Occluder Distance||Maximum distance where the occlusion rays will hit the high poly geometry.|
|Relative to Bounding Box|
If enabled, ray distance computations are based on the normalized space (0 to 1) of the low-poly mesh. If disabled, the ray distance computation is based on units specified in the low-poly mesh when it was exported (meters, centimeters, etc).
|Spread Angle||Maximum spread angle of occlusion rays. Default is 180.|
Angular distribution of occlusion rays.
If enabled, occlusion rays ignore hits on a backface (if the high poly normal faces the opposite direction as the low poly from where the ray is fired). Most of the time this setting should be enabled to avoid artifacts.
Matching by name for occlusion rays. Indicates how the bakers should match low and high-poly geometry. It can be used to filter the baking process without the need to manually move apart (explode) meshes.
To learn more about matching geometry see: Matching by Name.
Defines the type of the output texture.
Controls the normal format of the output texture if Mat Type is set to Tangent Space.