The mesh looks correct in both Maya and Unity, as well as in Blender. The mesh looks correct in both Maya and Unity, as well as in Blender. These faces can then have Material definition assigned, which become Texture Sets in the application. Description. Je rencontre un problème pour lequel je n'arrive pas à trouver de documentation ou d'articles : lorsque j. Mesh appears pink in the viewport. Therefore, if you paint something in between two UV shells, this may create a seam on the Normal map depending how the UVs are rotated. Lyubaka. Open the normals sub-menu and choose Flip. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. Defines the normal format of the input texture if Baking Type is set to Normal. fbx in another software to see if the issue is specific to Substance Painter. Cheers, WesSubstance Painter 2020. Hi, Here is some advice to help you troubleshoot your issues with baking: Try to solve your problems on a small portion of your model before moving on to the complete project. txt file) to allow us to import the Trainz Asset without. vec3 normal = normalBlendOriented(. In most cases the culprit is from the Mesh maps (baked textures). This texture can be used in a Sub Surface Scattering (SSS) shader or for masking textures. These faces can then have Material definition assigned, which become Texture Sets in the application. Also, this is why you need to use the Substance Height map with a unsmooth sub-divided object, or the map won't work as intended. In this new version we introduce a new shader named "pbr-metal-rough-anisotropy-angle". The Substance Bakers apply both diffusion and dilation outside the UV islands to fill the gap and ensure the texture will work fine in game engines when mipmaps will be generated. Setting. Make sure you're using your normal map on the duplicate's material, then bake normals from the duplicate to. First, open up your model in Substance Painter. If you're exporting your FBX with ASCII format, then try to use Binary instead. exporting as an obj and then re-importing into a fresh Maya scene. Your UVs must be as vertical or horizontal as possible. Adjusts the contrast of the highlighting for both Convex and Concave. Setting the ID to have the color source "Mesh ID/Polygroup" and Color generator to be Random. and then re-doing all my custom hard edges and re-exporting to Substance. I can't just guess the origin of your issue. Select the object. This behavior can easily be edited by clicking on the little arrow next to the substance material or the. You need to. You see the normal affecting the surface, but it just looks grayscale. and then re-doing all my custom hard edges and re-exporting to Substance. Could not find vertex binormals in mesh [mesh name]. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. 2 where the Substance Material and Parameter GUI was grayed out. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. I am aware that some artifacts are normal and I'm not striving for perfection here, but I'm not getting any of the beveled edges or further detail after the bake. Keep in mind that increasing Softness slightly can lead to thinner edges. 0) delivers a brand new exporter, python scripting, a new curvature baker, new content, and lots of other workflow improvements. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Improve tool view interface (colors are wip) Move the menu "Help->Settings" to "Edit->Settings". I fixed it by doing Normals>Unlock normals, softened all edges, then ran a script I have which turns all UV borders into hard edges (you could do this manually, I just wanted to quickly make sure vert normals were being. comThis tutorial shows how to use one of the best texturing programs in the world, Substance Painter, with Blender. When you bake, the low poly mesh does not actually change. In Substance, I baked the normal map from a high poly model of the AK47 and it looks. Substance Painter has many baking parameters to get a normal map as clean as possible. The only other thing I notice is that your scales are not at 1. For some reason your normal channel on your fill is set to grey rather than colour. Baking failed with Color Map from Mesh. This documentation is designed to help you learn how to use this software,. 001 work great for overlapping verts). The Paint tool simulates brush strokes via various behavior and settings to give the feeling of painting onto the 3D mesh. 1. The edges that are supposed to look beveled end up sharp and. . It can often be fixed easily by adjusting the extrusion distance in the bake settings. When viewing the model, make sure that Tool>. hello, I baked my high poly mesh on to my low poly mesh. Each one started as a few million polys and I've decimated them to a max of 250k polys. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. Here is the naming convention for each mesh map: Mesh map. I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. Ngons would be generally fine since the mesh will be triamgluated 1 way or the other. low poly smooth for bake. Ambient Occlusion. There was a few issues with the normal map that I wanted to fix manually but I know i can't directly edit the normal from the mesh projection. Controls which type of normal texture the baker should output. No vertex normals were found in the given mesh. What the heck? What is it and how do you fix it?- The custom vertex normals are correct as shown in the screenshot (. Mesh parts bleed between each other. Many filters and materials adapt to the geometry of a 3D mesh by looking at these baked textures. Default is 180. Tangent Space (default) In Substance Painter this parameter cannot be controlled and is set to Tangent Space. For example-. New Here , Sep 10, 2021. Rats nests can cause this. Here is how to fix it: For default shaders: follow the step by step procedure from the Updating a. Error: [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed. You could apply a blur effect or modify the brightness and the saturation of a texture and much more! Try and have fun! Substance Painter has also many particle brushes that reacts to gravity, normal map influence, life span of the particles and many other parameters. I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. I have tiny details on my model which I think caused the problem. Can I fix this with materials settings in Blender or must I fix it on the mesh?. Color Map from Mesh. sample~Something~(pCoords)” in a Script, here is the documentation: :// . [Substance models] Improve how Basis are displayed. 3_Face mask with filter. This usually happens either when normals are flipped, or topology being baked to/from is too close, or too far from eachother, or on the wrong side, or UVs are overlapping. . Baking refer to the action of transferring mesh based information into textures. The material now has the preview maps applied (AO and Normal Map). Sets the total amount of edge highlighting for both Convex and Concave. For the. I've been trying to bake my normals but I always get these messages: - [Scene 3D] bad allocation - [Scene 3D] Failed to load 3D scene. Substance 3D Painter is a 3D painting software allowing you to texture and render your 3D meshes. We would like to show you a description here but the site won’t allow us. Currently I'm trying to convert the height mask to normal data using the "height to normal" filter, but selecting it closes the menu (see attached). Repeat for the second mesh. The first image shows the problem - mesh appears fine in Maya on the left, in substance painter on the right faces. When I bake the textures from my high poly mesh, I can see the ambient occlussion has been applied directicly to my low poly mesh in the view port, but no normal data. [Application] Crash when trying to generate thumbnail of a non-existent image. Seams are visible after baking a normal texture. This is ve. dae I tried on OpenGL and DirectX. . Do the same thing for the low poly. Resource showed in red are considerate as "outdated", it means a different version of the same resource is present in the shelf and is (probably) more recent. Unable to compute normals because some triangles were to small on high poly part. For anyone else reading this, you can reset the Xform of an object by following these steps. Object rotation and scaling are now carried by an XForm modifier placed at the top of the modifier stack. The mesh looks correct in both Maya and Unity, as well as in Blender. Possible values: World Space. How to solve these baking problems in substance:[Scene 3D] [GenVertexNormals] : unable to compute normals because some triangles were too small in mesh[Bakin. Can you delete the fill layer and check in Texture set settings > Channels that the Normal channel is set to an RGB rather than greyscale option. When I try to bake the normal map in Substance, the details come out completely wrong and there are a lot of artifacts. and then re-doing all my custom hard edges and re-exporting to Substance. In 3dsmax in vray I have added vray2sided material to it with translucency and I have created two different uv maps (uv mapping channels) - one for the front side and one for the back side (because object has no thickness I had to use two different uv maps). The low res mesh with vertex color and UV layout is done in Maya. Split per-vertex Normals Activate this option to split geometry vertex normals based on edge continuity. The fact that the . Activar sugerencias. To be able to bake mesh maps, you need to switch to the baking mode. Select all verts (entire mesh). Black shading cross are visible on the mesh surface. Defines the format of the normal texture if the map type parameter is set to. Substance Painter 2 > General Discussions > Topic Details. I've had this issue come up a couple of times before. I'll post a picture in the OP for that. Just hit export again, check the obj if it got normals correct this time, make a zip, upload it again. This means you have to change Painter's project settings to be OpenGL so other OpenGL apps can correctly display the normal map. artifacts when baking Mesh Maps. Prep the High-Poly Model in C4D. Eye dropper tool. Substance 3D Painter - Texturing Software. These faces can then have Material definition assigned, which become Texture Sets in the application. . Translate. Also added the. Substance Painter 1. 001 work great for overlapping verts). For example, baking can provide information. It provides real-time feedback, making it easier to create high-quality textures that look great in any lighting condition. I've tried out with this head I modeled (not sure if the retopology is worth anything) but after I did the bake I got the results below. fbx or . If enabled, ray distance computations are based on the normalized space (0 to 1) of the low-poly mesh. This allows continuous position values across objects and materials (Texture Sets). The meshes I tested with were UV unwrapped, but use more than one material slot in Maya If I can get this issue out of the way then I can help with some. It avoid having to move away meshes (often. 1 Answer. Hope this helps. It can be used to filter the baking process without the need to manually move apart (explode) meshes. Therefore, make sure every UV island is correctly set in its Tile. Aliasing on UV Seams. exporting as an obj and then re-importing into a fresh Maya. I'm encountering an issue I can't seem to find any documentation on: when I import certain meshes into Painter, it tells me: "Mesh normals are invalid (some values are null) and will be recomputed". Added: [Substance models] Add tooltips for nodes parameters. When you add a material it is added on top of that mesh normal map. I get flipped normals in these areas on the mesh. Export your displaced mesh. Normal Combine combines the details of two Normalmaps in a mathematically correct way. SP gets to about 36% through the automatic UV unwrapping then crashes. The mesh can appear pink inside the viewport because the shader used to draw it doesn't compile anymore (as mentioned by the log window ). Button. Normally never happen because vertex normals are recomputed if the mesh doesn't have them. Not available in Substance Painter. As of right now I'm having difficulties baking in Substance Painter. Mesh Map. 73K views 9 months ago. This update is a fix for the issue in 2018. Matching By Name is the name of a filtering method that can be used in Substance Bakers to isolate low poly and high poly meshes based on their name. This mask represents dust accumulated in occluded, lowered areas, as well as only in areas that face upwards. DaveError! Mesh contains broken normals, tangents and/or bitangents. Note. Loading failed,When using. Somehow it was able to fix the issue and substance rendered it out just fine. This is some. It allows users to quickly and easily transfer layers from one project to another, saving users time and effort. This happens with woods and other smart materials. This baker also supports the transfer or normal maps (which require special conversions). Normal texture looks faceted. It could come from a number of paths: color management, export format, the intensity of the normal map, DirectX vs OpenGL format, etc. Indicates how the bakers should match low and high-poly geometry. . The mesh on the left use a triangulation identical to the one used by Substance Painter when baking. Then, add a Fill Layer and link your Normal map to the "normal" slot. What i can do: - bake curvature from mesh (and it picks high definition mesh if its available, ignores the normal map) - bake curvature from normal map (but it doesnt pick the high poly mesh) In attachment you see the 2 curvature maps it creates. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Hello! I'm experienced with Maya and other 3d programs but am fairly new to using Substance. These 3D Meshes are made of Polygons, which are made by combining vertices and edges which define faces. Thanks for the video. gradedblue. Here's how you mirror layers when normal symmetry isn't enough-!!Substance Painter Symmetry Tutorial Link:painter】 关于sp的小问题合集,希望大家在学习路上更加的顺畅! 解决了基础的问题,早点提升吧!Figure 2: The black shadow / outline along the outside of the mesh is horizon occlusion that's suppressing light leaks from backwards facing vectors in the normal map. Doubled vertices, edges, or faces. and then re-doing all my custom hard edges and re-exporting to Substance. Result: Substance painter 2020 below, see the correct ID Map baked: Result from SP 2021, ID Map is invalid. Hello. 05. and as you can see, it affects the way the model looks in unity as well. This baker is derived from the Ambient Occlusion. Ok so some weird stuff has been going on (scroll down for shorter version) I made a model & UVd it in maya to send it to substance painter where I baked the high poly in. unable to compute normals? When i import my model i get these errors and nothing seems to be working right. Unable to compute normals because some triangles were to small on high poly part . Ok, so i was working on a project (which went fine) untill i closed Substance and re-opened it. Mesh normals are invalid substance painter. To make it simple, as the normals work in a tangent space, the purple (for example) will always comes from top to bottom (in DirectX format), regardless of the UV orientation. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. Tools like Substance Painter have templates for targetting Unity 5 and Unreal 4, to make sure that the tangent-space normal-map baking uses exactly the same shaders as in these engines (so that the same tangent-basis is used). So I wanted to bake a normal map from a mesh, but for some reason it distorts the normal map. I'm encountering an issue I can't seem to find any - 12490011 So I wanted to bake a normal map from a mesh, but for some reason it distorts the normal map. On the Reset Transform rollout, click Reset Selected. seems like a regression to me. The official Adobe Substance 3D subreddit! Share your questions/artworks/anything relevant here!. Places a point on the center of each face for every mesh Element in the Scene. Substance 3D Painter is a popular texturing tool in the 3D industry that's built around the physically based rendering (PBR) workflow. Having the same problem with my fbx meshes from Houdini. We would like to show you a description here but the site won’t allow us. Space Bat 25 mars 2014 à 14h34. I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. Choose Edit menu Transform Reset Transform. These Mesh information are based on the topology itself and don't take into account the Mesh map (baked textures). 14 00:16 throwaway14225525227 AITA for vagueposting. . Alternatively: On the Utilities panel, click Reset XForm. Earlier today I tried to export my model to Substance Painter, after doing that I realized that a part of my model is invisible in the program. In this video tuto. 01 or . I'm using a macbook pro. 0) delivers a brand new exporter, python scripting, a new curvature baker, new content, and lots of other workflow improvements. Common issues. In the thumbnail of the Normal Map I can see that it's. [Substance models] Preserve the objects' hierarchy when exporting a Substance Model graph to . vn (Travis Nguyen) December 17, 2021, 2:07pm 3. [Substance models] Allow to display in overlay in the 3D viewport the result of an intermediate node. Also added the. This is a topic I have seen many junior artists m. Recalculating normals can fail if the mesh is non-manifold and Blender gets confused between the interior and exterior. 4. Mesh Based Input are texture provided by the engine of Substance 3D Painter extracted from the mesh inside the current project. The mesh looks correct in both Maya and Unity, as well as in Blender. Bonjour ! J'ai de l'expérience avec Maya et d'autres programmes 3d mais je suis assez novice dans l'utilisation de Substance Painter. fbx export. Bake mesh maps not displaying/doing anything. These Mesh information are based on the topology itself and don't take into account the Mesh map (baked textures). I created different materials (colors) in Blender so that I could isolate parts in Substance painter 2023 and be able to paint the inside of the mouth (the gums, teeth, etc). obj, . I'm trying to bake the detail onto the low poly model, but when baking in Substance nothing changes on the model and it stays the same. I already have assigned the materials to the object in Blender and i see them in Substance Painter because i see 5 UV Maps also in Substance Painter and i see the nice layed out UV Map on each material So i know that is okay. This means that some UV islands run across multiple UV Tiles. Add to Cart. I imported a mesh I modeled in Blender but the mesh isnt showing up correct, it have non-two sided materials on it. Compute tangent space per fragment is not well explained in the docs. Navigate to the Command panel. In some situations, it can be useful to be able to paint over the baked normal map in order to hide details (or even fix baking issues). I've been trying to bake my normals but I always get these messages: - [Scene 3D] bad allocation - [Scene 3D] Failed to load 3D scene. The Resources Updater plugin allow to browse resources present in the currently opened project. This mode can be accessed via the dedicated icon. The official Adobe Substance 3D subreddit! Share your questions/artworks/anything relevant here!. Whilst ther. Application failed to start because of Qt; Crash or freeze during startup; Software conflicts; Rendering Issues. FlippedNormals. Substance Painter gives me a [Scene 3D] [FBX] : Mesh bitangents are invalid (some values are null) and will be recomputed warning and I don't know what it means. The official Adobe Substance 3D subreddit! Share your questions/artworks/anything relevant here!. It has specific parameters which can be edited via the Properties . In fact, these seams on. How to get past the infuriating "Mesh Maps are NOT PAINTABLE" message in Substance 3D Painter, and just directly edit your normal map information. exporting as an obj and then re-importing into a fresh Maya scene. Never encountered them and my mesh from maya has no errors or ngons it seems. The mesh looks correct in both Maya and Unity, as well as in Blender. The mesh looks correct in both Maya and Unity, as well as in Blender. #2. - Open it in Painter assign a metallic material to inspect the vertex normal direction as shown in the screenshot. Thanks for reaching out to us. If no input normal map is provided, this parameters is ignored/disabled. Bad reflections on some faces in blender,. After the bake is done, press the P button to preview the Ambient Occlusion and Normal map on the material assigned to your low poly model. The Bent Normals from mesh baker computes a texture that describes the average direction of ambient lighting. Cause this alters the normals of your mesh, which is what. . This is because there is a mismatch between how the normal map was baked and how the mesh is currently triangulated. cancelar. Thanks for the question. Hello @reiniw10960852,. Now, simply paint over the areas of your model that. exporting as an obj and then re-importing into a fresh Maya scene. 73K views 9 months ago. Hi Geoffroy, thanks for the response and sorry for the lack of detail. Click a flair to sort by topic and find a wealth of information regarding the content you're looking for. < >Substance Painter's render format is DirectX by default. If Recompute vertex normals is enabled, the mesh normals will be adjusted to match the displacement offsets. To prepare a mesh for Painter, ensure that the mesh geometry is clean to avoid issues in the texturing process. Substance Painter has less information and uses the differences in elevation between the low-poly and the high-poly, causing this "weird" visual. 01 or . These 3D Meshes are made of Polygons, which are made by combining vertices and edges which define faces. I'm encountering an issue I can't seem to find any documentation on: when I import certain meshes into Painter, it tells me: and then reimport it seems fine too. [Assets] Trash bin icon does nothing in the Assets panel. Painter > Release notes > Old versions > Version 2018. Adobe Support Community. Auto-suggest helps you quickly narrow down your search results by suggesting possible matches as you type. Under your Preferences > General > Preview Options, you can set up the local cache budget. I made a dog in Blender and now want to paint it before rigging. Otherwise, to investigate. Defines how to scale the position values based on the mesh. We're going to start knowing the stops as 3D paint, a UI navigation chapter to. It is not very clear what is precisely the problem with your map, but I am confident you will get what you want without going back and forth with Photoshop. You can perfectly export the Bent Normals from Substance. unable to compute normals? When i import my model i get these errors and nothing seems to be working right. and then re-doing all my custom hard edges and re-exporting to Substance. Try to turn the top layer (the leather) normal/height blending mode to normal. Here is an article on the same subject. This shader will also translate into Iray as-is without the. These 3D Meshes are made of Polygons, which are made by combining vertices and edges which define faces. There was a few issues with the normal map that I wanted to fix manually but I know i can't directly edit the normal from the mesh projection. In Mixer they have a normal mask layer that is very easy to manipulate direction and change to: - Mesh only. Unable to compute normals because some triangles were to small on high poly part. Helper to compute the tangent space normal from base normal and a height value, and an optional detail normal. . Sort by: Likes Date. [Substance models] Improve how Basis are displayed. Hi Pablo, Thanks for reaching out to us. Whilst doing some test bakes of a model I've made in Substance Painter, the program has been constantly complaining about the bitangents being invalid and needing to be recomputed. Ambient Occlusion from Mesh. EarthQuake mod. For some reason. These artifacts are visable in the ambient occlusion, world space normals and the position maps. Nov 2018. Normally never happen because vertex normals are recomputed if the mesh doesn't have them. - Mesh & underlying mix. Vertex normals determine the visual smoothing between polygon faces. If you updated your mesh in Blender, you can update the FBX file you're using in Substance Painter by going to Edit > Project Configuration then from there select your mesh again. project. [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be. What is the correct way to bake normal-maps for GLTF / PBR?Activate this option if you want the Maya FBX plug-in to create tangents and binormals data from UV and Normal information of meshes. I just created a decent normal map using a high polygon model projected onto my low poly mesh and I'd like to clean it up a little and do some cloning, so I figured I need to assign the generated normal map onto a new fill layer. If you're sure about your low and high poly placement, try to change the distance at which the rays are projected: Reading the bakers documentation is always good:. This Video shows the process of exporting a 3D model from Autodesk Maya 2022 to Adobe Substance 3D Painter 2022. The update is live on the Asset Store. Select an object. Normal map has strange colorful gradients. However, the second screen shot shows that Substance Painter does not recognize the UDIM sequence, and loads. . I've played with Average Normals, Max Front/Rear Distance, and Matching in Substance Painter. Corrupted resources will. and then re-doing all my custom hard edges and re-exporting to Substance. - Adobe Community - 13190590. A Fix for Normal Map problems after baking the mesh maps in Substance Painter. I finished the low-poly version and it looks great in Blender and also if I export it into ZBrush, both in the viewports and if I render it. I keep getting the message when trying to use the exporter plugin in maya. うーわマジでBlenderでFBX再出力したらノーマルベイクの不具合解決できた 何だこれ ”Mesh normals are invalid (some values are null) and will be recomputed”のエラーメッセージが出てハードエッジが外れた状態でベイクされちゃってたんだけどBlender通すと治る. We are also preparing a much larger release which will contain mobile support for Android and iOS. 1 Correct answer. This is my setup: MSI. Never encountered them and my mesh from maya has no errors or. It appears that the boards get baked succesfully but they do so as if the orientation of the light was on top of the middle of the mesh, causing the middle board to not even appear, and the ones at the right to have a weak presence. This effect is unwanted, currently I am removing by hand in photoshop. Then, select the Paint tool from the toolbar. 1 Correct answer. This will present itself very similarly to using a totally wrong tangent space, like normal maps baked from 3ds. Next step, baking. I have uploaded screengrabs of my export settings from zbrush and import settings to substance. These rays have their own Matching By Name setting. When you want to paint over a baked normal map, there is a specific workflow to follow with Substance 3D Painter. My normal map appears fine in Substance 3D Painter, but on export, the resulting OpenGL RGB normal map has noise in it derrived from the triangles on the mesh. To be able to bake mesh maps, you need to switch to the baking mode. Image:. I also made the ears separate as they are large and would be hard to paint the underside. I'm very new to Substance Painter and texturing 3d models in general, and I'm running into this issue with my normal maps when I export them from Substance to Blender. Seams are visible after baking a normal texture. Adding a path on Windows. Screenshot from SP2020 but I use the same settings on SP2021 of course. I then do the same with the HD Boolean mesh from Maya as well. Self Occlusion. All you need to do is add the Bent Normal custom output node to the Material graph and then connect your Bent Normal map to the input like in the following image. October 1, 2016. Set softness of the transition for Convex edges. Because it's a smart material and has to take into account the normal map, it doesn't paint well the boards on. The issue is that the leaks brush is set to use the normal map as well as mesh normals in the computation. Missing seams on hard edges. It is very faint but when angled so specularity is seen, the extra normal data is visible on flat surfaces. The 001 naming convention currently serves to Substance 3D Painter, even if you aren't using a UDIM workflow, in case you'll need. . It's resulted in the baking process taking a hell of a longer to do. 【subtance painter】 关于sp的小问题合集,希望大家在学习路上更加的顺畅!. Re: Uv seams on model despite setting shell spacing proper. Black shading cross are visible on the mesh surface. Maximum spread angle of occlusion rays. You can perfectly export the Bent Normals from Substance 3D Painter. This has resolved the issue for me quite. If disabled, the ray distance computation is based on units specified in the low-poly mesh when it was exported (meters, centimeters, etc). Check out my courses on Udemy and my Patreon page. We would like to show you a description here but the site won’t allow us. While I was working on a new file, I noticed that certain things weren't working the way people were saying it should, and then I noticed that the "World Space Normals," "Position Gradient," "Thickness," "Curvature," and "Ambient Occulusion" are all missing. I'm working more and more with one sided / plane objects in blender but I'm running into an issue where substance painter will show only one side of the normals. So the root cause was that the normals were incorrect on parts of your model. That wraps things up for the baking aspect of the workflow. I appreciate it.