You can do these same things in many 3D apps. The whole point of Substance is to create baked AO and curvature maps etc, and then just paint. No need to endlessly mess with nodes. Yes, you can get similar results. But its the process that makes Substance valuable, not just the end result.
Of course. There are reasons to use substance painter, but there's also reasons to choose blender instead, so this video is awesome. Some people don't want to buy or use a whole new software if they are only going to rarely use it. I use blender for a whole series of tasks that could be done "better" in various other programs. If I were to switch to all of these programs I would be paying for like 15 programs, having to learn them all and switch between each program as I did each task. With blender, I can do basic video editing, modelling, and everything in between and all while using the same interface and shortcuts, and without having to import my project, etc etc. Yes I can get similar results in substance painter, but its the process that makes blender valuable, not just the end result. :)
Bro I have to learn were option/function X is hidden, option/function Y is hidden, option/function Z is hidden, option/function A is hidden, option/function B is hidden, option/function C is hidden in every software.That's not counting where to find A~Z function in their addons. Have mercy, For a full stack animator a.k.a does everything to video editing, one less software or site to rely on is a big enough help. But I'll see if I can make use of the AO feature
A workaround to create a decal with multiple channels is to use Quick Edit. It exports your camera view to external app like photoshop. So, if you create a camera, you can have a fixed position for drawing a decal. A little tedious but doable. The main problem I had with texturing in blender is export. Because if you mix shaders, you have no way to extract mixed channels, so you have to mix everything in textures connect to one shader and then bake.
It's clever, and compactly presented. Probably of good use to people who are in Blender anyway. However, for anyone that would start using Blender just to save money on Substance Painter - keep in mind that trading your time to save a few dollars on software just means you're not getting paid enough. If your time is the cheapest thing you have to trade, you should consider upskilling or applying it to something that's more valuable. Of course there's limits to that and some software is just obscenely expensive, but it holds true for most normal tools.
3:23 For the best result decals I would create a new UVMap and then unwrap the selected faces that I want the decal on. It's then just a matter of using that UVMap for the application of the image texture. This method has never failed me. It can even outperform the stencil method as it will conform to any surface and distort the decal appropriately. (At this point it's not even a decal, but a stamp :D )
Good Idea! Especially because then you don't have to use such high res image texture because the part of the mesh you are applying the decal to can use all of the image texture instead of just a small subsection of it!
Thank you so much for the jumping off point with the blend file. I've made my own awful variations so I am excited to poke around your node groups!! :) *liked and subscribed*
Interesting ! In a production context Painter is easiest and quicker, so I ‘ll continue to use it. But it’s very interesting to see that blender can do this ! Thanks !
If you want to expedite the process of having to do each individual map one by one, you can use SimpleBake to select which maps you want to bake out for the entire PBR texture set! 🙂
1:47 was really funny. Use decal machine to make decal with all maps. tthis way you can move your decal to anywhere. in normal blender scene you can make the decal material with all map and use empty as texture coordinate object but this will allow you to project from single direction.
It's a good tutorial but I can see why people pay for Substance Painter. While Blender is free, I think it's valuable to understand how handy a "plug and play" program is. People don't want to waste time setting things up, playing with nodes and settings, they just want to open the program, click and drag the things they need, quickly paint over something, click a button to export and be done with it.
I couldn't agree more. Blender can do almost anything with a little configuration, but that configuration time is non-productive time. Yes, nodes are interesting, but in an artistic workflow, you just want to do what you want to do instantly. There are surely ways of organizing and creating functions so that you don't have to set up everything every time, but this requires advanced knowledge of blender's shader editor. This video has the merit of existing for those who don't want to buy texture software like Substance or similar... ( yes, there are others, even more efficient ) and who want to be able to do the same kind of thing as in Substance, but this requires a sacrifice of time that not all of us are prepared to make.
The problem I had with blender was that the texture paint brush size was linked to the screen. If I zoomed out from the model, the brush strokes would get smaller, making a mess because of the inconsistent hardness. Substance keeps the brush always the same no matter the camera distance or angle from camera.
Hello, is there a way to layer textures with masking like Substance Painter? I hope you make more tutorials that mimic Substance Painter. Thank you. O' may I ask for slower tutorials for us new Blender users?
Great video. A tad fast but good! Thanks. Could you go into a little bit more detail as to how you connect it all together to get the baking maps please? Thanks 🙂
Thank you!! Here to your question: if you want to mix 1 pbr texture with another - let's call them "Texture A" and "Texture B", then you would first add the Mix PBR Node, to the node tree, and then connect the "Texture A" Base Color to the BaseColor A Socket of the Mix PBR Node, then with Metalic A, Roughness A, Normal A and so on, then with "Texture B" & all the B Sockets. After that you can just use the factor like you would with a regular mix node. Then you can use the outputs of the Mix PBR node, and plug them into another Mix PBR node's A Sockets & another pbr material to the B Sockets, to mix in more materials. Now if you want to bake the final result, then you have to plug the Base Color output of the final mix pbr node, into the "surface" socket of the Material Output node. Then with the image texture you want to bake into selected & a Bake Type of Emit, You can just hit bake & wait for the result! Then for the Metalness, Roughness and so on... Hope that helps!
Wäre Quixel Mixer nicht vielleicht eine gute kostenlose Alternative zu Substance Painter? Sah zumindest so aus, habs aber noch nicht ausprobiert weil keine Motivation irgendwas zu machen
Are the brush icons in the blend file I downloaded , or do you need to append them ? The icon-link has been off line for a year...and the brushes are useless without them. FYI, and Thanks !
Substance painter still looks better because the various nodes are better but it's very very close and cool I've been looking for something like this thanks
if someone could make a good texture painting add-on that only includes the basics of the texture painting like moving transparent image inside the UV or painting selected mesh faces or painting other PBRs like normal bump Ao , that person definitely will dig the gold even if addon be free ,I'm not a rich artist but I would definitely donate it the half of subscription that I am paying to substanc3D
In the baking section, in the end of the video, I explain how (you have to connect the metalic end result to the material output, and then bake with the emit bake type) - which is also why you can't use mix shader nodes, when planning to bake metalic or displacement maps. Hope that helps!
@@edinspiegel Thanks for the help. This process is kind of complex tbh. But again at least now I know there is a way. These types of small things are why I have some peeves with Blender. I mean there are only two ways you can do PBR, Specular or Metalic. So why they don't just put a metalic option (which is the most used PBR option) is out of my comprehension.
@@faryanblender8946 Blender users often have this weird idea that they must not spend any money, a lot of them moan about just buying cheap addons. If you're doing it as a hobby and haven't got much money then using Blender in this way is fine but there's a reason Substance is industry standard and this isn't. If you're trying to get a job in the industry or working professionally Substance is a no brainer.
how orient brush to faces? i mean not a viewport projection. follow face normals or average normals on edges. for quality textures without perspective distortions. do you have script?
@@edinspiegel unfortunaly this option is not what im demand. i hope in new versions we get something like sculpt mode vertex paint orientation brush.dyntopo constant detail fill like example. or maybe i dont understand interface without tutorial
3:16 Cant you just use the mask you created to blend in normal, roughness etc. information? You do the same with color so why not with the other channels.
Thank you! Because I hate adobe, and doing everything I can to avoid using any of their garbage, especially after their recent policy updates that force us to share data for their stupid machine learning, which harvests data off of a PC as well. Canceled. Appreciate the nodes too!!
Let's face it... can you young people no longer make decent videos? At this speed, you feel like you're on cocaine when you watch. I wonder what for? I've been seeing this phenomenon here on UA-cam for quite some time. I just can't understand why such videos are published and people find it cool. Make neat videos with neat cuts and especially... speak slower or come down times. You can hardly watch such videos without the pulse increases by 300%.
I totally get you - but I have 2 Reasons for making fast paced videos: 1. When I watch tutorials I almost always prefer fast tutorials over slow ones - I don't want to spend 20 minutes on something that could be explained in 5 2. That's what UA-cam rewards because High watchtime & High Percentage Viewed = A Higher Chance of the Video getting recommended to more people just for example this video here (I made it): ua-cam.com/video/w72XT1wRqOU/v-deo.html has an average view percentage of only 20 - so it was to slow & boring I hope that helps explain it - Let me know what you think!
@@edinspiegelThat may all be good and I understand something about UA-cam and its process. But if I decide as a creator for various tutorials, should be primarily the Quality in the foreground and not the clicks nor the income nor prestige. Such things can be in the foreground with other videos but not with tutorials ... Period. Such a way of thinking can not be so difficult... or? By the way... just as a comparison... You would certainly not be the lecturer of the century if you were to stand in front of your students at a university and present things in the way you do here in your video. That would probably be unthinkable.
I am focused on the quality - actually in this video while writing the script I made a point to focus on explaining the topic from every angle - so that you can fully understand it - I just don't want to be making any super slow boring videos - Like I find watching lectures from university ultra boring - So why would I try to emulate that - It's fine that you don't like my video-style but do you really think I'm gonna change it up just because you don't like it while most other people including me do?
@@edinspiegel I think you almost don't understand what I mean. Sure, no video should be lengthy or boring. I am also a friend of bringing things to the point. Clear sentences, without a lot of blah, blah. If you make a video brisk it's a great thing and if you as a creator get to the point without too much talk all the better. But this video here is neither brisk, nor comprehensible. You should consider for a moment that there are some people who do not know English or whose native language is. If they watch your video here with a translator, your video is counterproductive for both sides. If I have to watch your video 15 to 20 times, fast-forward or rewind to halfway follow you, then I spend more time with your video which can probably become even more boring. Do you understand now what I mean? You don't have to change anything, no one does. Whether you allow criticism and think about it is up to you. If 1000 people run past me to throw themselves in front of a train afterwards, that doesn't mean for me... that I should find that great.
Ah ok I think I understand - but what would you change in my position? I try to be clear & fast at the same time - so what (exactly) is inhibiting that? Could you maybe give an example from the video like just one sentence and how you would change it to be more clear?
A video on how to do a standard procedural texturing with blender. This method has nothing to do with substance it existed before, and you just showing how to make a multi-"layered"- material. Uvs are badly done no wonder why you need stencils instead of projection. Btw BSDF was created based on something done by Disney. Please share knowledge instead of fast reading a set of instructions. hope it helps for further videos.
Blender bake process is counterintuitive and nowhere near substance. Don’t get me wrong, I really enjoy Blender but baking and exporting textures is one of its weaknesses when compared with substance.
3:20 Maybe something like this should work well
Texture Coordinate (with object!!!! like empty) -> Mapping -> Textures (PBR)
Ohhh yeah that's a genius idea! I will try that & let you know how it goes!
community to the rescue. God Blender folks are the best
Just tried it - it works!! Thaank you!
could you attach a screenshot of how it looks? I just don't get it.
@@edinspiegel ua-cam.com/video/ZgQufGn0bWo/v-deo.htmlsi=zy5Z3rN1L0bF-fVl
What a chad to offer these nodes for free
One of the most compact, useful and straight to the point Blender videos I have ever seen.
Thank you so much! That's exactly what I want to achieve!
You can do these same things in many 3D apps. The whole point of Substance is to create baked AO and curvature maps etc, and then just paint. No need to endlessly mess with nodes. Yes, you can get similar results. But its the process that makes Substance valuable, not just the end result.
Of course. There are reasons to use substance painter, but there's also reasons to choose blender instead, so this video is awesome. Some people don't want to buy or use a whole new software if they are only going to rarely use it. I use blender for a whole series of tasks that could be done "better" in various other programs. If I were to switch to all of these programs I would be paying for like 15 programs, having to learn them all and switch between each program as I did each task. With blender, I can do basic video editing, modelling, and everything in between and all while using the same interface and shortcuts, and without having to import my project, etc etc.
Yes I can get similar results in substance painter, but its the process that makes blender valuable, not just the end result. :)
fart sound
Bro I have to learn were option/function X is hidden, option/function Y is hidden, option/function Z is hidden, option/function A is hidden, option/function B is hidden, option/function C is hidden in every software.That's not counting where to find A~Z function in their addons.
Have mercy, For a full stack animator a.k.a does everything to video editing, one less software or site to rely on is a big enough help.
But I'll see if I can make use of the AO feature
Blender is getting there ;) hopefully it will get easier and easier with time ;) thanks for sharing all those tips ;)
you're a legend for providing the node groups, thanks
KING, thanks a lot for the shader nodegroups
For the Decal, you can setup it in the node Editor and use an emtpy to drive it's texture coordinates.
This video was sick, I love how good it is explained and thanks a lot for the node groups, really handy 💚
Love the vertex colour idea to assign textures!
Thank you for this. Also "Name it something identifiable" asdfasdgfakjhaksdfh has me rolling.
I'm glad you liked it!!
A workaround to create a decal with multiple channels is to use Quick Edit. It exports your camera view to external app like photoshop. So, if you create a camera, you can have a fixed position for drawing a decal. A little tedious but doable.
The main problem I had with texturing in blender is export. Because if you mix shaders, you have no way to extract mixed channels, so you have to mix everything in textures connect to one shader and then bake.
It's clever, and compactly presented. Probably of good use to people who are in Blender anyway. However, for anyone that would start using Blender just to save money on Substance Painter - keep in mind that trading your time to save a few dollars on software just means you're not getting paid enough. If your time is the cheapest thing you have to trade, you should consider upskilling or applying it to something that's more valuable. Of course there's limits to that and some software is just obscenely expensive, but it holds true for most normal tools.
3:23 For the best result decals I would create a new UVMap and then unwrap the selected faces that I want the decal on.
It's then just a matter of using that UVMap for the application of the image texture. This method has never failed me. It can even outperform the stencil method as it will conform to any surface and distort the decal appropriately. (At this point it's not even a decal, but a stamp :D )
Good Idea! Especially because then you don't have to use such high res image texture because the part of the mesh you are applying the decal to can use all of the image texture instead of just a small subsection of it!
SimpleBake addon? with it there is no need to mess around with mixing textures and what not.
Thank you for this amazing work! 🔥
awesome video dude
Thank youu!
Thank you so much for the jumping off point with the blend file. I've made my own awful variations so I am excited to poke around your node groups!! :) *liked and subscribed*
I knew it was possible...i just didnt have the time to find out...thanks for showing the how.
One of the easiest subs of my life
Just found out about your channel, very great stuff 😊
Thank you so much! Glad to hear it!
This is amazing and right after i got substance painter thanks brother
No problem! Glad it helped you!
500th like! Awesome content, thanks! New sub 😄👍
Nice video. Love the nodes but please could you do a full tutorial.
Interesting ! In a production context Painter is easiest and quicker, so I ‘ll continue to use it. But it’s very interesting to see that blender can do this ! Thanks !
Holy shit, that was a lot of info !
...and Super-Thanks for the Nodes... ~Liked ~Subd
Thanks for being a true MVP and giving this away for free
If you want to expedite the process of having to do each individual map one by one, you can use SimpleBake to select which maps you want to bake out for the entire PBR texture set! 🙂
Also, for the decals you need not always use the stencil method but rather use the "Eyek" addon.(Free version is available)
Thanks so much. These nodes will stay with me for a long time!
Great little video mate, keep up the good work ❤
Thank you! Subbed :)
yayy i'm always excited when u upload :D
Thank youu so much! I appreciate that!
1:47 was really funny.
Use decal machine to make decal with all maps. tthis way you can move your decal to anywhere. in normal blender scene you can make the decal material with all map and use empty as texture coordinate object but this will allow you to project from single direction.
Thank you!
It's a good tutorial but I can see why people pay for Substance Painter. While Blender is free, I think it's valuable to understand how handy a "plug and play" program is. People don't want to waste time setting things up, playing with nodes and settings, they just want to open the program, click and drag the things they need, quickly paint over something, click a button to export and be done with it.
Time > everything. Especially once you start to work for clients
I couldn't agree more. Blender can do almost anything with a little configuration, but that configuration time is non-productive time.
Yes, nodes are interesting, but in an artistic workflow, you just want to do what you want to do instantly.
There are surely ways of organizing and creating functions so that you don't have to set up everything every time, but this requires advanced knowledge of blender's shader editor.
This video has the merit of existing for those who don't want to buy texture software like Substance or similar... ( yes, there are others, even more efficient ) and who want to be able to do the same kind of thing as in Substance, but this requires a sacrifice of time that not all of us are prepared to make.
thanks dude your amazing
thanks
Blender needs a Material painter thats on par with Substance :x or better
Just subbed. Thanks you so much 😊
The problem I had with blender was that the texture paint brush size was linked to the screen. If I zoomed out from the model, the brush strokes would get smaller, making a mess because of the inconsistent hardness. Substance keeps the brush always the same no matter the camera distance or angle from camera.
Pretty sure that there is an option for that.
yeah ngl but blender is not there yet for painting
very clumsy to me
great video! keep it up!
Gold 👍👍
Thank youu!
Bonita naranja táctica
Just what I want. Thanks a lot.❤
I'm glad you found it helpful!!
Hello, is there a way to layer textures with masking like Substance Painter? I hope you make more tutorials that mimic Substance Painter. Thank you. O' may I ask for slower tutorials for us new Blender users?
Someone needs to make an addon that makes all of this way easier
Thank you for this so useful
Substance painter is available on steam for permanent purchase.
You don’t need a subscription for it :)
Great video. A tad fast but good! Thanks. Could you go into a little bit more detail as to how you connect it all together to get the baking maps please?
Thanks 🙂
Thank you!!
Here to your question: if you want to mix 1 pbr texture with another - let's call them "Texture A" and "Texture B", then you would first add the Mix PBR Node, to the node tree, and then connect the "Texture A" Base Color to the BaseColor A Socket of the Mix PBR Node, then with Metalic A, Roughness A, Normal A and so on, then with "Texture B" & all the B Sockets.
After that you can just use the factor like you would with a regular mix node.
Then you can use the outputs of the Mix PBR node, and plug them into another Mix PBR node's A Sockets & another pbr material to the B Sockets, to mix in more materials.
Now if you want to bake the final result, then you have to plug the Base Color output of the final mix pbr node, into the "surface" socket of the Material Output node.
Then with the image texture you want to bake into selected & a Bake Type of Emit, You can just hit bake & wait for the result!
Then for the Metalness, Roughness and so on...
Hope that helps!
Thank you very much! :-) @@edinspiegel
Dude you so funny. Subscribed
There's a blenser addon called MASK TOOL that do it better and easly as substance painter.
Wäre Quixel Mixer nicht vielleicht eine gute kostenlose Alternative zu Substance Painter? Sah zumindest so aus, habs aber noch nicht ausprobiert weil keine Motivation irgendwas zu machen
Substance Painter Cons:
1. It's from Adobe.
@@dannybcreative It's a good point. Unfortunately, Blender is crappy when baking, so it's a pro for Adobe.
Are the brush icons in the blend file I downloaded , or do you need to append them ?
The icon-link has been off line for a year...and the brushes are useless without them. FYI, and Thanks !
Substance painter still looks better because the various nodes are better but it's very very close and cool
I've been looking for something like this
thanks
if someone could make a good texture painting add-on that only includes the basics of the texture painting like moving transparent image inside the UV or painting selected mesh faces or painting other PBRs like normal bump Ao , that person definitely will dig the gold even if addon be free ,I'm not a rich artist but I would definitely donate it the half of subscription that I am paying to substanc3D
There is nothing like hand painting
Ok. For dummie newbs like me... Is this available in like 1/10 th speed? I mean... I connect the what to the where on whadyamacallit?
AFIK Blender doesn't let you bake metalic map, i mean it is not available in the default option. Then how did you do it?
In the baking section, in the end of the video, I explain how (you have to connect the metalic end result to the material output, and then bake with the emit bake type) - which is also why you can't use mix shader nodes, when planning to bake metalic or displacement maps. Hope that helps!
@@edinspiegel
Thanks for the help. This process is kind of complex tbh. But again at least now I know there is a way.
These types of small things are why I have some peeves with Blender. I mean there are only two ways you can do PBR, Specular or Metalic. So why they don't just put a metalic option (which is the most used PBR option) is out of my comprehension.
@@UlfricStromcloak Yeah I don't get it either like why would you not include a metalic option??
Maybe I'm crazy but I really don't consider $20 a month expensive. And if it is saving time that time has value.
That's like 10 steps that substance does automatically. I love Blender but gotta learn substance.
Sure, but If you don't want to pay for substance, then It's a great option I think.
@@edinspiegel Indeed
You mad !? haha I'll keep using Substance !!
Dude you are clearly the only one that is mad here lol
@@faryanblender8946 Blender users often have this weird idea that they must not spend any money, a lot of them moan about just buying cheap addons. If you're doing it as a hobby and haven't got much money then using Blender in this way is fine but there's a reason Substance is industry standard and this isn't. If you're trying to get a job in the industry or working professionally Substance is a no brainer.
Where are you filming? It looks like a traditional interior.
Yeah it look pretty cool I think - it's just in my basement tavern.
how orient brush to faces? i mean not a viewport projection. follow face normals or average normals on edges. for quality textures without perspective distortions. do you have script?
I think if you change the "mapping" in the texture section, in the active tool tab to view plane, it might achieve that - let me know if that helps!
@@edinspiegel unfortunaly this option is not what im demand. i hope in new versions we get something like sculpt mode vertex paint orientation brush.dyntopo constant detail fill like example. or maybe i dont understand interface without tutorial
3:16 Cant you just use the mask you created to blend in normal, roughness etc. information? You do the same with color so why not with the other channels.
Yh buts its cycles :(
You can use decal machine but it's like $30, It's insane tho
I love the video but a little slower the next time.
I know how to do the decals with other info...
DECAL MACHINE! xD
3:13 erm... isn't that what your node group already does? i mean, just use the decal as a mask.
Thank you! Because I hate adobe, and doing everything I can to avoid using any of their garbage, especially after their recent policy updates that force us to share data for their stupid machine learning, which harvests data off of a PC as well. Canceled. Appreciate the nodes too!!
too much work , i get why this isnt undustry standar
No way it matches the capabilities of Painter.
Ill keep texturing on the program meant for that instead on a wannabe jack of all trades, thanks for trying though
Good information, but seriously dude slow down. Far too many youtubers just don't understand people can't follow along to insanely fast instructions.
You lost me at 'open Blender' x-D
Let's face it... can you young people no longer make decent videos? At this speed, you feel like you're on cocaine when you watch. I wonder what for? I've been seeing this phenomenon here on UA-cam for quite some time. I just can't understand why such videos are published and people find it cool. Make neat videos with neat cuts and especially... speak slower or come down times. You can hardly watch such videos without the pulse increases by 300%.
I totally get you - but I have 2 Reasons for making fast paced videos:
1. When I watch tutorials I almost always prefer fast tutorials over slow ones - I don't want to spend 20 minutes on something that could be explained in 5
2. That's what UA-cam rewards because High watchtime & High Percentage Viewed = A Higher Chance of the Video getting recommended to more people just for example this video here (I made it): ua-cam.com/video/w72XT1wRqOU/v-deo.html has an average view percentage of only 20 - so it was to slow & boring
I hope that helps explain it - Let me know what you think!
@@edinspiegelThat may all be good and I understand something about UA-cam and its process.
But if I decide as a creator for various tutorials, should be primarily the Quality in the foreground and not the clicks nor the income nor prestige. Such things can be in the foreground with other videos but not with tutorials ... Period. Such a way of thinking can not be so difficult... or? By the way... just as a comparison...
You would certainly not be the lecturer of the century if you were to stand in front of your students at a university and present things in the way you do here in your video. That would probably be unthinkable.
I am focused on the quality - actually in this video while writing the script I made a point to focus on explaining the topic from every angle - so that you can fully understand it - I just don't want to be making any super slow boring videos - Like I find watching lectures from university ultra boring - So why would I try to emulate that - It's fine that you don't like my video-style but do you really think I'm gonna change it up just because you don't like it while most other people including me do?
@@edinspiegel I think you almost don't understand what I mean. Sure, no video should be lengthy or boring. I am also a friend of bringing things to the point. Clear sentences, without a lot of blah, blah. If you make a video brisk it's a great thing and if you as a creator get to the point without too much talk all the better. But this video here is neither brisk, nor comprehensible. You should consider for a moment that there are some people who do not know English or whose native language is. If they watch your video here with a translator, your video is counterproductive for both sides. If I have to watch your video 15 to 20 times, fast-forward or rewind to halfway follow you, then I spend more time with your video which can probably become even more boring. Do you understand now what I mean? You don't have to change anything, no one does. Whether you allow criticism and think about it is up to you. If 1000 people run past me to throw themselves in front of a train afterwards, that doesn't mean for me... that I should find that great.
Ah ok I think I understand - but what would you change in my position? I try to be clear & fast at the same time - so what (exactly) is inhibiting that? Could you maybe give an example from the video like just one sentence and how you would change it to be more clear?
A video on how to do a standard procedural texturing with blender. This method has nothing to do with substance it existed before, and you just showing how to make a multi-"layered"- material. Uvs are badly done no wonder why you need stencils instead of projection. Btw BSDF was created based on something done by Disney. Please share knowledge instead of fast reading a set of instructions. hope it helps for further videos.
This has absolutely nothing to do with Substance Painter. Cut it out with the click-bait nonsense.
You're trolling right?
this is not SP
to do what SSP does, blender should be able to paint on several textures at the same time
people already requested that fucking feature
yes, yes... but with this feature, blender will rule... and we need a pbr texture collection
Blender bake process is counterintuitive and nowhere near substance. Don’t get me wrong, I really enjoy Blender but baking and exporting textures is one of its weaknesses when compared with substance.