blackbonner opened this issue on Dec 25, 2023 ยท 53 posts
DeeceyArt posted Wed, 27 December 2023 at 2:43 PM
FVerbaas posted at 1:04 PM Wed, 27 December 2023 - #4479656
Ah yeah, I see. When generating texture sets in Substance Painter, the wear and tear effects are generated from the normal maps, or by comparing a high res mesh to a low res mesh.I was thinking more on an actual 'intelligence' side: on a garment recognise the areas where wear and fading occur and given the data of the fabric apply to the 'as woven' seamless textures the effects thereof.
In the latter, all of the detail is sculpted into the high res mesh and then the normal, cavity, and roughness maps are generated by the differences. It's the cavity maps that control where the wear and tear appears, but the cavity maps typically aren't distributed, they are only used internally by Substance Painter. The diffuse, roughness, and normal maps are used to create the final fabric, which will respond correctly to light positions.