I need to make a large variety of building textures. My current workflow is making a 3D model in Blender with windows, doors, and other miscellaneous greebles that would be seen on the walls. Then slap them with a relevant material ID and bake all that onto a single plane and edit that in Substance Painter.
I’m only seeing a few tutorials, and most are about scattering, tiling model on a plane, and a brief mention of procedural buildings being made. I’d want to control the exact location of the window or doors that would be baked within the plane/texture. And of course use the material ID to help add materials.
Are there tutorial for what I’m trying to learn? Or just the name of the mesh node/s I’d need to do this?
Do I understand you correctly that you’d like to adjust the building geometry in InstaMAT so that you can bake it down into a flat plane? This can be done with a few nodes in InstaMAT’s Element Graph. If you have the building pieces as separate objects, you can move, scale, and rotate them with the Mesh Transform node. You can expose variables and provide minimum/maximum limits to make it easy to adjust them with sliders.
You can use the Mesh Append node to append meshes together.
You can also create the building geometry using the Mesh Boolean node, Mesh From Height, or Mesh Shape from Height nodes. I’d recommend taking a look at the Mesh/Modifier category in the MAT Library panel.
InstaMAT also has the Mesh Bake node where you could bake the geometry with a Mesh ID map.
If you have any questions or would like me to elaborate on any of the workflows I’ve mentioned, feel free to ask!