Author Topic: random colors based on UV shell  (Read 803 times)

Hi Guys!

Is there a way SP can bake a map which assigns a random color to each UV shell? I am texturing a wooden plank floor and would like to have some per plank color variation. So, if I can get a bake that assigns a random color to each UV shell, I can desat it and overlay it over my texture.

Or maybe a generator can do this?


My immediate thought is:  This sounds like a job for Substance Designer.
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you could use ZBrushes "Auto group with UV shell" feature and then bake an ID map from the polygroups

My immediate thought is:  This sounds like a job for Substance Designer.

You're correct. I think I need to stop procrastinating and finally learn Designer :p

you could use ZBrushes "Auto group with UV shell" feature and then bake an ID map from the polygroups

Oh great! Didn't know Zbrush could do this

I am trying to keep everything within Substance for now as we are texturing huge sets and it will be difficult to get all those meshes in Zbrush.