Selecting a texture Icon will select the texture in the Project Window. This does not work for runtime materials because textures are not generated in the project folder.
- Home
-
3D Applications
- Maya
- 3ds Max
-
MODO
- MODO overview
- Modo Plugin Release Notes
- Substance in MODO Overview
- Modo Installation
- Parameters
- Custom Materials
- Working with Normals
- Working with Emissive
- Bump and Displacement
- Working with References
- Animating Substances
- Copy/Duplicate Substance
- Environment and Rendering Setup
- Modo Switch Engine
- Tiling Modo textures
- Cinema 4D
- Houdini
-
Blender
- Blender overview
- Release Notes
- Substance in Blender Overview
- Downloading and Installing the Plugin
- Preferences
- The Substance 3D Panel
- Shortcuts and Navigation
- Workflows
- Physical size in Blender
- Substance 3D Assets Library
- Troubleshooting
- Uninstalling the Add-on
- Substance 3D Add-on for Blender Tutorials
- Creative Cloud Applications
-
Renderers
- Converting Substance outputs
- Color Management
- Arnold
- Vray
- Renderman
- Redshift
- Maxwell
- Corona
- Octane
- Keyshot
- Thea
- Maverick
- Toolbag
- Cycles and Eevee
- Partnerships
Generated Textures (Packing)
The Generated Textures show the outputs from the Substance that are computed by the Substance Engine to create textures. These textures are fed into the shader inputs. By default, the only the base inputs used by the shader are created. If "Generate All Outputs" is enabled, all of the textures will be shown here.
When "Generate All Outputs" is enabled
Usage
-
-
The sRGB button works similarly to the sRGB (color texture) option in the Texture Import Settings. It allows you to set if a texture is to be interpreted in gamma space (sRGB) or linear. The Substance plugin handles this interpretation automatically but it can be overridden if needed.
Substance Output sRGB Base color Enabled Diffuse Enabled Specular Enabled Normal Disabled Metallic Disabled Roughness Disabled Glossiness Disabled Height Disabled Ambient Occlusion Disabled
Packing Channels
You can pack a texture into the alpha channel of another texture using the drop-down menu. Each generated texture has a drop-down menu that contains a list of all of the texture outputs generated by the Substance materials. Simply choose a map from the list to pack it into the alpha channel of the texture. The Source option is the alpha channel of the texture.
In this image, I have selected the height map:
In the following image, you can see that the height output is being packed into the alpha channel of the base color map.
Output Texture Mapping
Additionally, output texture can be individually assigned to the Surface Inputs of Unity materials via the Output Texture Mapping section. The output textures generated by the .sbsar will be displayed on the left column, and available Unity Surface Inputs appear on the right column. The later can be changed via the dropdowns.