User Guide Cancel

Triangulating before baking | 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

Triangulating before baking

3D Meshes can be defined with polygons with multiple border edges per face. Usually via quads (4 edges), sometimes more (n-gons).
Software however transform those polygons into Triangles later because it's easier to manage and perform computation with (especially on the GPU).

How can triangulation affect a mesh ?

There are no standard solutions to convert Quad/N-Gons into triangles. As demonstrated on the image above, multiple choices are valid.
The bakers are unlikely to triangule meshes like a game engine would do because we choose a specific algorithm over an other.

Why triangulating before baking ?

The baking process will read the geometry and then encode information into textures.
Because those information are based on UVs and sometimes on the mesh topology, other software could decode the information incorrectly if they don't read the geometry the same way as when they apply the texture.

On the image below, you can see the low-poly mesh at the top left and the high-poly mesh at the top right.
At the bottom is the low-poly with the normal map baked from the high-poly. The mesh on the left use a triangulation identical to the one used by Substance Painter when baking. The mesh on the right doesn't and display black artifacts. This is because there is a mismatch between how the normal map was baked and how the mesh is currently triangulated. This can be fixed by updating the mesh and/or rebaking.

Adobe logo

Sign in to your account