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GPU Raytracing | Substance 3D bakers

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  2. Home
  3. Getting Started
    1. What is Baking?
    2. Software interface
      1. Substance 3D Painter
      2. Substance 3D Designer
      3. Substance 3D Automation Toolkit
    3. Availability per software
    4. Compatible 3D software
    5. Tutorials
  4. Bakers settings
    1. Common Parameters
    2. Ambient Occlusion
    3. Ambient Occlusion from Mesh
    4. Bent Normals from Mesh
    5. Color Map from Mesh
    6. Convert UV to SVG
    7. Curvature
    8. Curvature from Mesh
    9. Curvature from Mesh (deprecated)
    10. Height Map from Mesh
    11. Normal Map from Mesh
    12. Opacity Mask from Mesh
    13. Position
    14. Position map from Mesh
    15. Thickness Map from Mesh
    16. Transferred Texture from Mesh
    17. World Space Direction
    18. World Space Normals
  5. Guides
    1. Error and Warning Messages
    2. Performances and optimizations
    3. Triangulating before baking
  6. Features
    1. Geometry Cache
    2. GPU Raytracing
    3. Matching by Name
    4. Tangent Space
  7. Common questions
    1. How to export the baked maps?
    2. Is dithering applied to baked textures?
    3. Should I enable "Compute tangent space per fragment"?
    4. What are Assbin files?
    5. What is the bit depth of baked textures?
    6. What is the difference between the OpenGL and DirectX normal format?
    7. Why are there strange stretches in my textures after baking or exporting?
    8. Why is Matching by Name not working with Ambient Occlusion/Thickness?
    9. Why is my mesh fully black after baking?
  8. Common issues
    1. Aliasing on UV Seams
    2. Baker output is fully black or empty
    3. Baking failed with Color Map from Mesh
    4. Black shading cross are visible on the mesh surface
    5. Mesh parts bleed between each other
    6. Normal map has strange colorful gradients
    7. Normal texture looks faceted
    8. Seams are visible after baking a normal texture
    9. Seam visible on every face
    10. Texture baked outside of Substance software looks incorrect

Some bakers support hardware acceleration of raytracing on the GPU, which usually increases computation speed by a factor of 25 or more.

Hardware requirements

Ray tracing will automatically be enabled if the system follows these requirements:

  • A compatible GPU is installed* (RTX series, Titan V or GeForce 10xx)
  • GPU drivers are up to date
  • Windows 10 'Fall Creator' / October update (ver 1809) or higher is installed**
GPU raytracing on/off comparison

*: Compatible NVIDIA GPUs include all GPU using the Pascal architecture or more recent. I.e., the GTX 10 series, Titan V series, RTX 20 series, or more recent.

**: To check your Windows version, click on the Start menu, type 'winver' and press Enter.
You can get the update through the dedicated page on the Microsoft support website.

Tip

In case you run into issues, GPU raytracing can be disabled in the application preferences.


Supported bakers

The tables below lists GPU raytracing support for every baker, according to the Substance 3D bakers version:

Baker

Supports GPU raytracing

Ambient occlusion

(tick)

Bent normal

(tick)

Color

(tick)

Curvature

(tick)

Height

(tick)

Normal

(tick)

Normal world space

(error)

Baker

Supports GPU raytracing

Opacity mask

(tick)

Position

(tick)

Position low

(error)

Thickness

(tick)

Transferred texture

(tick)

World to tangent

(error)

Baker

Supports GPU raytracing

Ambient occlusion

(error)

Ambient occlusion from mesh

(tick) *

Bent normals from mesh

(tick) *

Color from mesh

(error) *

Convert UV to SVG

(error)

Curvature from mesh

(tick) *

Height from mesh

(error) *

Normal from mesh

(error) *

Baker

Supports GPU raytracing

Opacity mask from mesh

(error) *

Position from mesh

(error) *

Position

(error)

Thickness from mesh

(tick) *

Transferred texture from mesh

(error) *

World space direction

(error)

World space normals

(error)

*: Supports CPU raytracing, which is significantly slower than GPU raytracing.

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