Substance Painter : How to Bake an Opacity Map

Substance Painter : How to Bake an Opacity Map


hi so I’m going to try and make leaves
to populate the head of my my Ent in order to get all these low poly leaves
above its head. So this is where I’m at. I did a few, a few dynamesh leaves up there. This is my high-poly with Polypaint and I’ve got another version : this one. Low-poly that I export and then I create UVs using 3d-Coat. You can use
whatever program you like for this. 3D-Coat is very efficient. Then I load in
Substance Painter my low-poly… okay, there it is. And now I’m going to bake all
the maps. So I go in the Texture Set Settings / Bake Mesh Maps. I choose 2048 and for the moment I’m going to keep it by default. I apply the diffusion (padding/bleeding), I
choose my high-poly and I bake everything. So there you go, you have nice
leaves. I just create a Fill layer and I
activate only the color and in there I put the color map that I just baked in
order to get the base color, the albedo of my leaves. So here they are, nice
normal Maps, nice color except we can of course hm… we can still see the 3d object
around and we’d like to get rid of this. So what I’m gonna do is now I need to
recalculate the normal Maps only. Let’s add… yeah, I just add a channel opacity
for later. So I bake the maps again but only one : I bake the normal Maps. I remove everything else and I don’t apply this time the
diffusion and I put dilation to zero this way there is no padding, no bleeding of the pixels outside of the mesh (UVs). So this is now a new normal map and
as you can see the background is empty. Let’s export this normal Maps so click
right export resource. You open what you just exported… you open it in Photoshop.
You have a nice transparent background, you put a layer style color overlay : white, Normal, 100%. And then you add another layer to
get a background. You fill it with a black color, put it under. And this is the
opacity map that you created from the Normal Maps without bleeding. So import this in
your shelf as a texture inside the current project. And there you go, you have now a
nice opacity map. We need to re-calculate … I just did them before to show you but
re-calculate now the normal maps like they should be with … with diffusion. Okay so everything is good. We have all the proper maps from substance. Now I’m going to create… I add the materials (sorry) in the… …in the properties of my layer and I
put the opacity. But I can’t see it in the viewport. So to do this you go
in Shader Settings… just there… and instead of PBR metal rough you’re going
to select one of these two alphas. This one is 0-1 means you can’t or you can
see and the other one is a gradient. For what for what we have to do
PBR alpha test is good enough. So let’s choose this one.
And now as you can see, with the “Alpha Test(Shader)”, we can see the alpha in the viewport which means that the leaves are nicely cut, the normal maps are clean also because we
recalculated them with the bleeding and this is the low poly 3D leaf that you
will be able to populate using Speedtree or whatever.

17 thoughts on “Substance Painter : How to Bake an Opacity Map”

  1. hi, how did you export the high poly with polypaint?

    btw I see that you use 8 plane with 6 Tris each and in your substance painter your mesh was plane, did you use all those 8 plane as cage?.

    also I normally make the opacity inside substance designer with diffusion set to off and dilation 0.

  2. Thank you! Last month I had been googling extensively how to bake a simple Opacity map in Painter. Thank god I checked again today!

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