SoMuchDiffuse is a diffuse map baking tool for Substance Painter that takes high poly sculpted data and bakes material information down into a single diffuse texture for use as a base for hand painted textures!
(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
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 Color: Sets the base color for diffuse baker.
Shadow Color: Sets the color Multiplied over the diffuse color to create the diffuse gradient.
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.
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.
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.
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.
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.
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.
Blur Specular: Blurs the base specular highlight to eliminate some artifacting that may occur.
Cavity Intensity: Opacity of specular cavity feature.
Cavity Spread: Contrast of the specular cavity feature.
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.
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.
Post Process Effects
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.
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.