Height map baker
Currently a height map baker is not supported in Substance Painter because they figure it has little to no use. I disagree.
Using a height map in combination with advanced particle brushes and mask generators can enable some advanced effects. One use case is curvature map directional extension, enabling more accurate dust accumulation in wide indents.
The only reason I still have to use xNormal for baking...
Need to bake height from highpoly for displacement, dissapointed that substance can't do it
Having a height map baker in substance would save me HOURS of work having to do them in ZBrush. Please Allegorithmic! :)
I need this so bad instead of having to bake every single displacement in Zbrush, please
Please allow baking of high quality Displacements.
+1 We need this Allegorithmic
Rodrigo Villani commented
In game development I need this with a certain frequency. Be it for Parallax Occlusion or for tessellated Displacement, it would be very useful to bake it right into Painter, instead of having to use Designer or other software just for that.
I recently hit this issue. I wanted to quickly import a high res mesh (that I already had created) and bake heightmap to a plane in a new Painter scene so I could quickly create a heightmap stamp to place some awkward details on a casting. My only option was to create a material with a gradient map in Max and UV the gradient onto the high res and then render that out with self illumination in Vray. A bit of a pain. While we might not normally need heightmap baking for end-use textures its a really useful feature for those occasional 'hacky' workflows.
The height map baker in designer definitely should be in painter! VFX studios wouldn't need to bake displacement maps in mudbox/designer and could just use painter!
This would DEFINITELY be a great feature to have especially for texturing models that is suited for visual effects. The last time I was able to bake out a displacement map was long before I started using Substance Designer.
Being able to export Roughness, Ambient Occlusion and Height into one texture mask would be great. I figure they must agree, because they designed it to do that. Not having to use multiple other programs and compose the 3 or 4 layers in Gimp would be great. Currently I have been bringing the normal into Designer and creating a heightmap from that, but it is really tedious and takes time/extra steps. Also it does not look very good...
Half the reason I even bought Substance was for the baker, I like it. Nobody wants to go out of their way to use other programs and have more files to manually merge just to get a result that would fit in perfectly with the rest of Painter. Even if it doesn't display the heightmap, it could have serious uses in and out of Painter. I need it for vertex painting in UE4. Trying to use AO is a poor alternative.
Yes please. This would be awesomeness. Maya's anything texture transfer system is kinda poo.
unfortunately I ran out of votes. But adding a height baker to Painter would be very useful. Who would say, that height baker has little to no use?
I am baking all my maps in Painter, then I bake the height in Designer. That's one unnecessary step, IMO
Also Vector displacement would be nice.
Bake Displacement from Hires model and export