=Version History=

v.3

Renamed package to SoMuchMaterials to future proof additions. SoMuchDiffuse remains a generator, but got a bigger brother in SoMuchSpecular!

+New Features!

>SMM_SoMuchSpecular

-New Material Generator! This generator uses the same material presets and parameters as previously shipped, but breaks the baked textures out into Diffuse, Specular and Gloss maps. Gogo gadget material!

+New Templates!

>SMM_SoMuchSpecular template added

-PBR Spec/Gloss material. Diffuse, Spec, Gloss and Normal texture channels.

>SMM_SoMuchDiffuse Template added

-PBR Spec/Gloss material. Diffuse channel only for simplicity!

+New Presets:

>Added SK_Franken

>Presets renamed

-SK Goblin Green ->SK Goblin

-SK Goblin Shiny -> SK Gremlin

-SK Goblin Yellow -> SK Poison Frog

-SK Orc Shiny -> SK Orc

+Diffuse Features

>Position Gradient renamed to Top/Bottom. The name was misleading as this mask selection type is only for the way the gradient color comes in and is always be masked by top down lighting.

>Removed mostly L/R and F/B gradient types from Top down.

>Select Gradient replaced F/B gradient. This defaults to a F/B gradient so presets will still work the same but is a huge extension.

>Fixed bug where Ambient Occlusion spread affected specular making it appear it was still changing it when it was off.

-Cavity Map bug fix/ extension. Tangent normal properly assigned as base so normals that are pointing up get correct cavity information.

-Cavity options extended to specular. You can not change spread and intensity of cavity in your spec.

-Extended Ambient Occlusion to have parameters for spec(Intensity, spread)

-Specular Underlight range slightly expanded(This is masked twice, so it’s range is still limited).

-Fixed a numerous typos

>v.2

New presets

-Base Dota: Based on the Valve point light bake from their character art PDF!

-Base Underlight: Just the underlight values set, everything else set to neutral. Perfect to set to linear dodge and set the color samples for some consistent underlight gradients!

>v.1

Initial release.

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 Green, SK Goblin Shiny, SK Goblin Yellow, SK Troll Blue, SK Orc Shiny, SK Night Elf, SK Rook Green, SK Vampire Blue

Input

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Full Material

Diffuse Only

Specular Only

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Diffuse

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Diffuse Color: Sets the base color for diffuse baker.

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

Shadow Spread: Controls the center point of the diffuse gradient.

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Gradients

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Cavity

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

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Position

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

Invert Mask: Inverts the position 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 Left/ Right, Top / Bottom, Front / Back and a light gradient.

Diffuse Gradient Color: Sets the color of the position gradient

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

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AO

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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.

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Front Back

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Enable Front/Back Gradient: Turns on and off the Front / Back gradient features.

Gradient Color: Sets the color blended in from the Front to back gradient.

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Thickness

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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.

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Specular

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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.

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Effects

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

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Cavity

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Cavity Intensity: Opacity of specular cavity feature.

Spread: Contrast of the specular cavity feature.

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Edges

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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.

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Underlight

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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.

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Post Process

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Cel Shading

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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.

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Highlight HSL

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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.