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Position | Substance 3D bakers

  1. Home
  2. 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
  3. 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
  4. Guides
    1. Error and Warning Messages
    2. Performances and optimizations
    3. Triangulating before baking
  5. Features
    1. Geometry Cache
    2. GPU Raytracing
    3. Matching by Name
    4. Tangent Space
  6. 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?
  7. 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


The Position baker computes the location of the mesh geometry and save into a texture. The position is useful for computing information in the volume of the object or to create gradient masks.

Available in:

  • Substance Painter
  • Substance Designer
  • Substance Automation Toolkit



Controls which information will be computed into the position texture.

Possible values:

  • All axes: Bakes the position of the X, Y, and Z axes into the RGB channels of the output texture.
  • One axis: Bakes a single axis into the output texture as a grayscale image.

Defines which axis should be computed if the Mode parameter is set to One axis.

Normalization Type

Defines how to scale the position values per axis.

Possible values:

  • BBox: normalize each axis according to the mesh volume (bounding box length).
  • BSphere: normalize all axes according to the mesh volume radius (bounding sphere).
Normalization Scale

Defines how to scale the position values based on the mesh.

Possible values:

  • Per Material: values are scaled to be between 0 and 1 for each material (Texture Set).
  • Full Scene (default): values are scaled to take the whole mesh into account. This allows continuous position values across objects and materials (Texture Sets).
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