Texturing in Substance Painter
Table of Contents
Summary
This document details the workflow of texturing in Substance Painter with SYNK, highlighting essential steps to properly create maps and apply shading to assets. At the end of the process we generate bitmaps which can then be assigned to meshes in the Texture Assignment step.
Starting the task
Ftrack
In order to start working on the texture of your asset, you will first need to:
Make sure you’re logged in to Ftrack connect, which is a standalone app.
Travel to the texturing or texture assignment task of the asset you want to work on.
Launch the SYNK Substance Painter action.
A version of Substance Painter which includes the SYNK Pipeline will now launch automatically.
Substance Painter
Once Painter opens, you will be greeted by a window that will allow you to select which version of the file you want to work with.
Open the version you want to work with or create a new version.
You can now start texturing.
Supported Texture Names
SYNK requires a strict tag to be set at the end of the map name.
[CustomTextureName]_[Tag]
NiceCubeAsset_BaseColor
NiceCubeAsset_Normal
NiceCubeAsset_Height
Map Type | Required tag |
|---|---|
Color | BaseColor, Diffuse |
MaskMap | MaskMap |
Normal | Normal |
Emissive | Emissive |
SSS | SSS |
Thickness | Thickness |
Transmission | Transmission |
Opacity | Opacity |
AO | AO |
Displacement | Height, Depth and Displacement |
Best pratices
The following points are best practices we recommend a texturing artist to follow.
Keep the Layers window clean
This is a pretty standard thing to do but is always better to mention it. There’s no sanity check on how to organize the Layer window so please keep it clean and organized so other artists can take over your work at anytime with little to no effort.
Keep it procedural
Avoid hand painting as much as possible. Use Fill, Filters or Generators to masks layers in a non destructive way that will make retakes much faster in the long run.
Texturing for Unity
Painter to Unity shading comparison
The following page is for reference if you’re unfamiliar with using Unity. As the viewport of Painter is basically a realtime engine too, the difference between both software is minimal.
Substance Painter to Unity Shading Comparison
Skin
Unity requires some extra maps than the regular SSS map. It requires 3 maps to properly work:
Subsurface Mask: Mask out the bounce light on the lit side of the object. 0 no light is scattered, 1 a lot of light is scattered.
Transmission: Mask out the transmission coming through on the dark side of the object. 0 no light comes through, 1 light goes fully through.
Thickness: Determine how thick the object is. A value of 0 is very thin and 1 is thick
By default the channels and the output template from Painter doesn’t have them so you have to do some setup in the project file to properly export them.
Add extra channels
Go to the texture Set Settings window and click on the “+“ button
Select a User channel that is still available. This will add it to the list of channels
Double click on the User channel and rename it.
Do this twice to add the Thickness and Transmission channels.
Add Output Maps
Create a new Gray output
Assign the corresponding inputs
Subsurface Mask > Scattering
Thickness > User# channel that matches the custom channel
Transmission > User# channel that matches the custom channel
How to mask geometry with Geometry masks
Geometry masks is a feature available since Substance Painter 2021 (so, it is available in the SYNK pipe). The geometry mask isn’t a replacement to the layer mask but can make the project file more performant as it do exclude the layer to affect all the geometry. For more in depth information please read the official documentation. https://helpx.adobe.com/substance-3d-painter/interface/layer-stack/geometry-mask.html
In your Layers tab, at the right end of each layer, you can see an empty dotted square.
When clicking it, Painter will open a Properties - Geometry Mask tab.
The next selection box allows you to essentially filter which geometry this layer will be applied to, but will also serve as a selection to hide or show in your Viewport if you so choose.
You can choose to check / uncheck geometry either by UV Tiles (UDIMs) or by Mesh names.
Once your selection is made, you will see the number of meshes affected by your layer in your previously-empty dotted square :
This mask can be modified by clicking on that box again and checking/unchecking options, or by right-clicking the box directly. You can also directly select UDIMs when you have the UDIM view opened :
To use those selections to HIDE or SHOW selected meshes :
click back on the main component of your layer, at the very left of it
then up on the right side, in the Viewport options, click the crossed-out eye
This will hide the meshes you decided to exclude from your Geometry mask.
This means there is no need for that extra step of scattering the meshes to be able to paint the underside of clothing, hair, eyes etc. We can do it straightaway in Painter from our regular .fbx Publish from the SYNK pipe.