![]() I'd say learn both, but start with Painter. ago Substance is like the meat and potatoes of it all. I suppose you could use a height/bump map as a displacement map, but that will not give you the control that one generated from a sculpt would, and so you would need to tweak the values in the displacement. Substance Painter is an absolute must in either situation though Even though you are using Mari, still Substance Elarionus 1 yr. They are not more detailed, and in fact, since normal maps are not floating-point, they likely have less detail than an EXR height map. The normal maps are simply a conversion of these height maps. To bake the textures go to Texture set settings > Bake mesh maps, and in the bake settings just set the map to 4096 and let it bake. The height maps it makes are internally in HDR space, and thus need to be written out as EXRs (16-bit half should be fine) so as not to lose detail which would occur when going from HDR to the 0-1 range of an 8-bit file. Baking is a very important step when using Substance Painter all the smart masks and smart materials use the auxiliary maps when creating things like the masks, and to project details from a high poly mesh. Substance Painter is a paint program (not a modeling/sculpting program) and thus generates all its maps by painting techniques. Substance Painter does not have sculpting tools, and thus cannot generate these displacement maps. A displacement map is one generated by computing the difference between a low res and high res sculpt in a program like Zbrush or Mudbox. ![]() A height map is synonymous to a bump map. You said in the OP that these were coming from Substance Painter as a Height map and Normal map. ![]() Here it's important to discuss the source of the maps. ![]() Does using Bump for fine details produce less realistic then using normal maps for fine details? ![]()
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