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Transferred Texture from Mesh | 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

Transferred Texture from Mesh

The Transferred texture from mesh baker allows to convert a texture from one a mesh to another based on their respective UVs. This baker also supports the transfer or normal maps (which require special conversions). In order to work, both meshes need UV definitions.

Available in :

  • Substance Designer
  • Substance Automation Toolkit


Texture File

Path to the input texture file that will be transferred.

UV SetMesh UVs to use on the high-poly mesh to read the texture and project it onto the low-poly mesh.
Filtering Mode

Defines how the pixel interpolation of the texture should be done.

Possible values:

  • Nearest: No interpolation, use the closest pixel found to a given position. Precise but can create aliasing.
  • Bilinear (default): Use the four nearest pixels to a given position. No aliasing but can be blurry.
Normal MapIf enabled, indicates to the baker that the input texture to transfer is a normal map. This indicates the baker to apply special conversions to the texture to make it compatible with the target mesh.
Map Type

Defines what type of normal map the input texture is.

Possible values:

  • World Space
  • Tangent Space (default)
Normal Orientation

Defines the normal format of the input texture if Map Type is set to Tangent Space.

Possible values:

  • OpenGL
  • DirectX (default)
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