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Bitmap to Material Light | Substance 3D Designer

Bitmap to Material Light

Bitmap to Material Light

In: Material Filters/1-Click

Intermediate

Description

This node converts a single Diffuse/Basecolor input into a full material. As the simple, "light" version of Allegorithmic's fully fledged Bitmap2Material, which can be purchased separately, it gives you a bit of a taste of the full version. It can work well for simpler cases.

While not guaranteed to result in perfect, PBR-correct materials, it is a good and quick way to get started if you only have a single image and want a full material.

Parameters

  • Channels
    • Toggles material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness.
  • Global
    • Depth Balance: -1.0 - 1.0
      Sets a bias/shift for the Heightmap.
  • Diffuse
    • Sharpen: 0.0 - 1.0
      Adds sharpening to the diffuse result.
    • Hue: 0.0 - 1.0
      Tints diffuse with a user-selected Hue shift.
    • Saturation: 0.0 - 1.0
      Modifies saturation of Diffuse result.
    • Brightness: 0.0 - 1.0
      Adjusts Diffuse result brightness.
    • Contrast: -1.0 - 1.0
      Adjusts the contrast of the result.
  • Relief
    The Relief group controls both Normal and Height outputs.
    • Output Normal Format: DirectX, OpenGL
      Switches between Normal formats (flips green).
    • Invert Generated Relief: False/True
      Inverts interpretation of height.
    • Normal Strength: 0.0 - 20.0
      Sets strength of generated Normalmap.
    • Relief Equalizer: 0.0 - 1.0
      Sets conversion balances for different detail scales.
    • Pinch Intensity: 0.0 - 1.0
      Makes Normal transitions sharper. Effectively adds a sharpening filter before converting to normal, making the edges more pronounced.
    • Normal Sharpen: 0.0 - 1.0
      Sharpens Normalmap after conversion, brings out the details.
    • Normal Soften: 0.0 - 1.0
      Softens Normalmap after conversion, hides details.
  • Specular
    • Specular Diffuse Influence: 0.0 - 1.0
      Sets influence of diffuse on Specular. Affects Glossiness and Roughness outputs as well.
    • Specular Saturation: 0.0 - 1.0
      Changes saturation for Specular output.
    • Specular Sharpen: 0.0 - 1.0
      Sharpens Specular output.
    • Specular Levels In: 0.0 - 1.0
      Sets input levels for Specular interpretation.
    • Specular Levels Out: 0.0 - 1.0
      Modifies output levels of Specular.
    • Metallic Specular Influence: 0.0 - 1.0
      Determines influence of the optional Metallic input on Specular map.
  • Glossiness
    • Glossiness Levels In: 0.0 - 1.0
      Sets input levels for Glossiness interpretation.
    • Glossiness Levels Out: 0.0 - 1.0
      Modifies Glossiness output levels.
    • Metallic Glossiness Influence: 0.0 - 1.0
      Determines influence of the optional Metallic input on Glossiness map.
  • Roughness
    • Roughness Levels In: 0.0 - 1.0
      Sets input levels for Roughness interpretation.
    • Roughness Levels Out: 0.0 - 1.0
      Modifies Roughness output levels.
    • Metallic Roughness Influence: 0.0 - 1.0
      Determines influence of the optional Metallic input on Glossiness map.
  • Ambient Occlusion
    • Ambient Occlusion In Diffuse: 0.0 - 1.0
      Blends in generated AO into Diffuse output.
    • Ambient Occlusion Spread: 0.0 - 1.0
      Sets how far generated AO spreads.
    • Ambient Occlusion Light Distance: 0.0 - 1.0
      Sets AO "depth" interpretation. Has less influence when there is a large Spread.
    • Ambient Occlusion Light Angle: 0.0 - 1.0
      Sets fake lighting AO cast angle. Can be used to compensate for any directional AO already in the Diffuse, if set to an opposite angle.
    • Ambient Occlusion Levels: 0.0 - 1.0
      Modifies AO output levels.

Example Images

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