

DirectX = downward facing, OpenGL = Upward facingĭiffuse Color: Sets the base color for diffuse baker. Normal Format: Set which direction your green channel faces. False will set it black and skip the blend Is Metal: (SoMuchRoughness only): Is Metal: (SoMuchRoughness only): Setting this to true will turn your metalness value to white and blend some of the specular color into your diffuse. SoMuchWarframe specific presets: Warframe Plate Base, Warframe Plate Shiny, Warframe Fabric Base, Warframe Fabric Matte, Warframe Metal Clean, Warframe Metal Dirty, Warframe Plate No Tint, Warframe Metal No Tintĭota Mask Presets: Fabric Flat, Fabric Shiny, Skin, Metal Flat, Metal Matte, Metal Shiny SoMuchOverlays specific Presets: Overlay Warm, Overlay Cool, Multiply Warm, Multiply Cool, Dodge Warm, Dodge Cool, Hard/Soft Light Warm, Hard/Soft Light Cool, AddSub Warm, AddSub Cool Presets: 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 SMM_SoMuchDota2: Diffuse, Metallic, Emissive, Specular, Glossiness, Detail, Fresnel, Rim light, and Tint Specular texture outputs specifically meant for DOTA 2 character pipeline.

SMM_SoMuchDiffuse: Material baked down to Diffuse texture only! SMM_SoMuchSpecular: Diffuse, Specular and Gloss texture outputs! SMM_SoMuchRoughness: Diffuse, Metal and roughness texture outputs! SoMuchWarframe: Diffuse, Metal, Roughness, Tint and Emissive outputs. SoMuchOverlays: Diffuse output to push color into your materials quickly!

The package currently includes these generators:

SoMuchMaterials is a collection of material generators for Substance Painter to fast track hand painted looks from baked high poly models.
