Simple Diffuse Substance Painter Here

Alt + Click on Color . This deselects Height, Roughness, Metal, and Normal, leaving only the diffuse channel active.

To see exactly how your simple diffuse map looks without any 3D viewport lighting interference:

Pro Tip: If you set Roughness to 1 and your model still looks shiny, check your Environment Map. Switch to "Tomoco Studio" or "Forest" for a softer, more matte lighting preview.

Before diving deeper into SimpleDiffuse, it's important to understand what a diffuse map actually is in the context of Substance Painter. simple diffuse substance painter

When you export, you need to strip out the PBR calculations.

Beyond the base color, the plugin offers advanced lighting features that go far beyond a simple diffuse shader. The provide full control over the color and position of a light source via Specular Color, Height, and Rotation parameters, along with Specular Exponent and Number of Lights to control the light's spread and power. The Rim Light Features create a glowing effect from the bottom of the model, which is particularly useful for shiny materials like crystals.

Change the layer blending mode from Normal to and drop the opacity to 40% . Step 4: Exporting Your Simple Diffuse Map Alt + Click on Color

Drag and drop a SimpleDiffuse smart material or generator onto your mesh. Adjust Parameters:

This keeps your diffuse colors perfectly contained within the correct UV shells. Step 5: Exporting Your Texture Once you are happy with the look: Go to File > Export Textures .

If you want a material in Substance Painter: Switch to "Tomoco Studio" or "Forest" for a

: By default, the viewport shows the fully shaded material ( Material mode). Press C on your keyboard to cycle through channels until the top-right of your viewport reads Base Color . This isolates your canvas, showing exactly what your diffuse texture looks like without lighting interference. Step 2: Preparing Baking Maps for Automation

: Choose a soft brush for smooth color transitions or a textured brush (like the Artistic or Chalk presets) to introduce subtle surface imperfections.

Create a template material called Simple_Diffuse_Only :