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Creating an ID Map without using Vertex Paint

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australia
Hi All,

Is there a way to make an ID Map for export from Blender to Substance Painter without using vertex paint (all youtube videos demonstrate vertex paint or messing with shader nodes that I don't want to play with and mess up the MSFS export either)? I have had trouble in the past with export to MSFS when there are painted vertexes on my mesh so I want to avoid that, but I also want to be able to bake my mesh according to ID.

Happy for any alternative methods or workarounds for export anyone is using also.
 
Try exporting to fbx file format. You don't need to use an ID Map only need materials assigned.
 
Thanks, I am baking to a single material to keep the texture count down. So assigning a different material doesn't help as it will produce different texture sets in substance..
 
I never heard that before. What version of SP is this? SP can use multiple materials on a single texture sheet.
 
Hi Doug,
I am using the latest version. Do you mean, you can have more than one TextureSet output to a single set of albedo, comp and normal textures? Normally I get a set of 3 files for each material, which is what I am trying to avoid.
 
No, but are you merging all the albedo, comp, and the normals maps for each material? Meaning.you should merge all the albedo maps in to 1 albedo map and the comp for each material, etc.
 
I have done so in the past using photoshop but it's tedious. Is there a better way to merge them?
 
Yes it is tedious, but no, there isn't an easier way. Actually, it is easier if the Comp components were separated from SP then merged with photoshop or GIMP.
 
There is an easier way called Principled Baker add-on for Blender here. It does the job of merging different substance texture sets very well. Confirmed working in Blender 3.1.2. Here is a Youtube video showing the basics of working with the add-on. For MSFS stuff what you would do is plug your SP generated textures to your model in the exporter and then use the add-on to bake all them to one texture sheet (provided your UV Map is ready for that). You can even combine channels for the ORM texture.
 
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