Simple Diffuse Substance Painter Upd
Feature: "Smart Material" Library and Auto-Material Detection
If you want wood grain to be darker, use a very desaturated dark brown (almost gray), never pure black (#000000). Pure black in a diffuse map breaks energy conservation in PBR. Stick to values above RGB 30,30,30 for almost everything. simple diffuse substance painter
def paint_stroke(layer, uv_coord, color, brush_size, hardness):
mask = layer.mask # grayscale image
pixels = get_uv_texels(uv_coord, brush_size)
for u,v, weight in pixels:
alpha = brush_falloff(distance, hardness)
current = mask.get_pixel(u,v)
new_alpha = min(1.0, current + alpha * flow)
mask.set_pixel(u,v, new_alpha)
composite_diffuse() # merge layer stack
for creating a certain material like wood or metal using this tool? Create Textures in less than 10 minutes - SimpleDiffuse for creating a certain material like wood or
Example Use Case
Here's an example use case for a simple diffuse substance painter: Import the Mesh: Load your low-poly model (FBX/OBJ)
The Workflow: Step-by-Step
- Import the Mesh: Load your low-poly model (FBX/OBJ).
- Bake ONLY Ambient Occlusion (Optional): This adds soft shadow information to multiply over your diffuse layer.
- Base Color Fill: Create a fill layer with your primary material color.
- Add Variation: Stack two or three fill layers with grunge masks to break up uniformity (e.g., lighter brown on raised edges, darker brown in crevices).
- Hand-Painted Details: Use the default brush with color jitter to add highlights, stitches, or wear.
- Project Decals: Stamp any repeating patterns or unique marks.
- Export: Output the final diffuse map.