Documentation for Substance 3D bakers is now available on Experience League. After March 14th, HelpX pages will automatically redirect to the equivalent Experience League page.
Refer to the FAQ for more information about which documentation is affected.
Last updated on
May 24, 2023
- Substance 3D home
- Home
- Getting Started
- Bakers settings
- Settings overview
- Common Parameters
- Ambient Occlusion
- Ambient Occlusion from Mesh
- Bent Normals from Mesh
- Color Map from Mesh
- Convert UV to SVG
- Curvature
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position
- Position map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
- Guides
- Features
- 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
World Space Direction
The World Space Direction baker allows to compute a vector direction in world space into a texture.
Available in :
- Substance Designer
- Substance Automation Toolkit
Parameters
| Parameter | Description |
|---|---|
| Input Direction | Defines from which input the direction is computed. Possible values:
|
| Normal Orientation | Defines if the normal format of the output texture. This inverts the green channel depending on the format. Possible values:
|
| X Y Z | Sliders to define the 3 components of the direction vector, if Input Direction is set to From Uniform Vector. |
| Direction File | Path to the input texture file to define the direction vector, if Input Direction is set to From Texture. |