With version 4, SoMuchMaterials got a new friend--SoMuchDota! You can now use the same presets and parameters you’ve been using but generate all mask maps for DOTA2.

SoMuchMaterials is a collection of material generators for Substance Painter that can take high poly sculpted data and bake material information down into either a single diffuse texture, spec/gloss/diffuse materials, or the mask maps for DOTA 2.


THIS IS NOT A NEW PRODUCT! It’s just a name change! If you own SoMuchDiffuse, you own SoMuchMaterials!

Presets

(Currently only available for Substance painter 2018+!): Edit Me, Base Neutral, Base Fabric, Base Metal, ME Bronze Patina, ME Copper Soft, ME Gold Crazy, ME Gold Warm, ME Gold Saturated, ME Silver Soft, ME Silver Warm, ME Silver Green, ME Tin Green, FA Silk Shiny, FA Cotton Warm, OR Bone Zone, OR Hair Red, SK Human Shiny, SK Human Brosnan, SK Blood Elf, SK Dranei, SK Goblin, SK Gremlin, SK Poison Frog, SK Troll Blue, SK Orc, SK Night Elf, SK Rook Green, SK Vampire Blue, SK Franken

DOTA Presets

Fabric Flat, Fabric Shiny, Skin, Metal Flat, Metal Matte, Metal Shiny

Input Selection

The input selection allows you to pick which part of the material baker you want to use. Set this if you want an additional specular overlay or want to debug your texture.

Full Material: Combines the Diffuse, specular and post process features together.

Diffuse Only: Shows only the diffuse features.

Specular Only: Shows only specular features.


Diffuse

Diffuse Options

Diffuse Color: Sets the base color for diffuse baker.

Shadow Color: Sets the color Multiplied over the diffuse color to create the diffuse gradient.

Top Down

Enable Diffuse Gradient: Turns on and off the top down gradient features.

Invert Mask: Inverts the top down mask. Us this to switch Left to Right or Top to Bottom.

Gradient Type: Sets the type of gradient used in the position gradient. Options include a position Top / Bottom and a light gradient.

Diffuse Gradient Color: Sets the color of the position gradient

Diffuse Gradient Spread: Sets the contrast on the position mask.

Enable Cavity: turns on and off the cavity features.

Cavity Color: Sets the color used the cavity mask.

Cavity Clipping: Sets the reference value for cavity mask.

Cavity spread: Sets the contrast of the cavity mask

Worldspace Intensity: Sets the opacity of a mask clearing the highlight side of a cavity detection.

Cavity

Ambient Occlusion

Use Ambient Occlusion: Turns on and off the ambient occlusion features.

Occlusion Color: Sets the color multiplied in by the ambient occlusion features.

Occlusion Spread: Sets the contrast of the ambient occlusion.

Select Gradient

Enable Gradient: Turns on or off the Selected Gradient feature

Invert Mask: Inverts the mask used for the Selected Gradient color

Gradient Type: Worldspace Lit, Position L/R, Position T/B, Position F/B Worldspace L/R, Worldspace F/B, Worldspace T/B

Gradient Spread: Contrast for the Selected Gradient Mask


Thickness

Enable Thickness: Turns on and off the thickness features.

Thickness Color: Sets the color blended in by the thickness feature.

Thickness Spread: Sets the contrast of the thickness mask.


Specular

Enable Specular: Turns on and off ALL settings in the specular features

Enable WSN Mask: Turns on and off the World Space underside mask. This mask is used to restrict the specular highlight from lighting the underside of a model.

Number of Lights: Sets the number of lights used in the light rig. 18 are valid settings, decimals will be rounded up. The lights are distributed evenly around the entire model.

Specular Rig Height: Sets the vertical angle of all lights in the light rig.

Specular Light Rotation: Sets the horizontal rotation of all lights in the light rig.

Specular Color: Sets the color of the base specular highlight.

Specular Intensity: Sets opacity of all specular features.

Specular Exponent: Sets the gloss value of the base specular highlight.

Base Specular

Specular Effects

Blur Specular: Blurs the base specular highlight to eliminate some artifacting that may occur.

Specular Cavity

Cavity Intensity: Opacity of specular cavity feature.

Cavity Spread: Contrast of the specular cavity feature.

Specular Edges

Enable Specular Edge: Turns on and off the specular edge feature.

Edge Color: Sets the color of the specular edge highlight feature.

Edge Exponent: Sets the gloss value of the specular edge feature.

Underlight

Enable Specular Underlight: Turns on and off the specular underlight features.

Underlight Gradient Top: Sets the top color in the underlight gradient.

Underlight Gradient Bottom: Setsthe bottom color in the underlight gradient.

Underlight Intensity: Set s the opacity of the underlight feature.

Underlight Gloss: Sets the contrast of the mask exposing the underlight gradient.

Underlight Spread: Sets the center point of the underlight gradient.


DOTA (SMM_DOTA ONLY)

Override Base Metalness: Enables Metalness Intensity.

Base Intensity: Base value for metalness mask.

AO Intensity: Opacity of occlusion being blended into metalness.

Edge Intensity: Opacity of edge highlights blended into metalness.

Metalness



Invert Edge Wear: Inverts the edge highlights in the gloss texture.

Edge Intensity: Opacity of the edge highlights blended into Glossiness.

Edge Spread: Contrast for the edge highlights in Glossiness.

Glossiness


Override Base Tint: Enables Tint Intensity.

Tint Intensity: Base value for Tint mask.

Edge Intensity: Opacity of the edge highlights blended into Tint mask.

Tint By Diffuse



Override Base Rim: Enables Rim Intensity.

Rim Intensity: Base value for Rim Mask.

Edge Intensity: Opacity of the edge highlights blended into the Rim mask.

AO Intensity: Opacity of the ambient occlusion blended into the Rim Mask.

Rim




Use Emissive: Turns on Emissive FX.

Intensity: Value of the Emissive mask itself.

Color: Value blended into diffuse by the emissive mask.

Invert Emissive AO: Inverts the ambient occlusion mask inside the emissive mask.

Invert Lighting: Inverts the bottom up lighting inside the emissive mask.

Contrast: Spread of the Emissive mask.

Emissive







Fresnel

Fresnel Intensity: Base intensity for the Fresnel Mask.

Use Emissive Lighting for Detail: Enables use of the emissive textures mask for detail map mask.

Detail Intensity: Sets the base value of the detail mask.

Detail


Post Process Effects

Cel Shading

Use Cel Shader: Turns on and off the cel shader features.

Cel Highlight Color: Sets the color multiplied into the highlight side of the cel shading effect.

Cel Shadow Color: Sets the color multiplied into the highlight side of the cel shading effect.

Cel Bias: Sets the center point of the cel shading effect.

Cel Softness: Sets the softness of the shadow edge the cel shader creates.

Highlight HSL

Enable HSL Post: Turns on and off the hue, saturation and lightness post process features.

Hue: Shifts the hue of the isolated range.

Saturation: Shifts the saturation of the isolated range.

Lightness: Shifts the lightness of the isolated range.

Highlight Clip: Isolates the range above this value for hue, saturation and lightness.

Highlight Contrast: Sets the contrast of the isolated range.





Override

Override Use Baked Lighting: When this is on, the texture will be baked into a single diffuse texture. When off, it currently splits into Diffuse/Specular/Gloss

Override Gloss: The slider will change the value range used for your gloss. Only edit this if your gloss values are coming into your engine of choice too bright or dark.  You should not have to touch this. Also note: this material needs to be the same on each material so you get consistent gloss.

Override Use Baked Spec: Enable to get heavy handed lighting mask into your spec. Useful for tinkering with extreme styles.