- Messages
- 247
- Country

Hello all,
Thanks to the amazing work of Vitus, I have devled into Bklender 2.82 and the new Blender2P3D toolset. However, I'm already running into trouble. The different PBR textures and how they are derived from my Substance Suite programs is causing me endless confusion.
First of all:
- A bump map = a normal map, right?
- What is a detail map? It's listed as a separate type of map on the SDK website, but I always thought it was the same thing as a normal map...
Then, I'm trying to figure out how to export my tetxure from Substance Designer for use in Blender. I have made a simple modification of an existing material that has a tiled pattern, for an apron. From Substance Designer, I get a bunch of maps:
- ambient occlusion (AO)
- base color
- diffuse
- glossiness
- height
- metallic
- normal
- roughness (this one needs to be inverted to get the smoothness map)
- specular
My understanding is that some of these are mutually exclusive, and I'm guessing this was done to afford greater flexibility. That said, P3D expects certain maps to be combined. For example, metallic and roughness (inverted to smoothness) and AO should be one texture. However, I have no idea how to... Can I set this up in Substance Designer? Or must I go through Substance Painter to get them?
EDIT: I believe I found how to pack the maps into a single texture (Thanks Youtube!). But this brings me to an additional confusing... Whatever map I add, I don't really see anything change on my model. It always looks the same, as if the other maps have no real effect. I'm suing the nodes in the shader editor, pre-populated by the toolset, and not changing anything in there except for loading the right textures in the right places (that is: diffuse, metallic and normal).
Another issue I'm having is that my Alpha channels don't seem to be displaying. They should be loaded and working just fine (they did in blender 2.79 and in MCX) - in Blender's material settings I also enabled the Alpha blend so that it seems to be working in the material preview, but not in the actual 3D view. Did I forget something?
Any help would be greatly appreciated!
Benjamin
Thanks to the amazing work of Vitus, I have devled into Bklender 2.82 and the new Blender2P3D toolset. However, I'm already running into trouble. The different PBR textures and how they are derived from my Substance Suite programs is causing me endless confusion.
First of all:
- A bump map = a normal map, right?
- What is a detail map? It's listed as a separate type of map on the SDK website, but I always thought it was the same thing as a normal map...
Then, I'm trying to figure out how to export my tetxure from Substance Designer for use in Blender. I have made a simple modification of an existing material that has a tiled pattern, for an apron. From Substance Designer, I get a bunch of maps:
- ambient occlusion (AO)
- base color
- diffuse
- glossiness
- height
- metallic
- normal
- roughness (this one needs to be inverted to get the smoothness map)
- specular
My understanding is that some of these are mutually exclusive, and I'm guessing this was done to afford greater flexibility. That said, P3D expects certain maps to be combined. For example, metallic and roughness (inverted to smoothness) and AO should be one texture. However, I have no idea how to... Can I set this up in Substance Designer? Or must I go through Substance Painter to get them?
EDIT: I believe I found how to pack the maps into a single texture (Thanks Youtube!). But this brings me to an additional confusing... Whatever map I add, I don't really see anything change on my model. It always looks the same, as if the other maps have no real effect. I'm suing the nodes in the shader editor, pre-populated by the toolset, and not changing anything in there except for loading the right textures in the right places (that is: diffuse, metallic and normal).
Another issue I'm having is that my Alpha channels don't seem to be displaying. They should be loaded and working just fine (they did in blender 2.79 and in MCX) - in Blender's material settings I also enabled the Alpha blend so that it seems to be working in the material preview, but not in the actual 3D view. Did I forget something?
Any help would be greatly appreciated!
Benjamin
Last edited:



