
In Substance Painter, the default cage settings are dependent on the type of map being baked. For example, when baking a normal map, the Use Normal Map Preset should be checked, and when baking a color ID map, Antialiasing x1 should be used to create crisp edges for masking. The cage settings can be adjusted in the Baking Visualization menu, where the blue mesh represents the high-poly mesh, and the white mesh is the low-poly mesh being edited. The cage mesh, represented by a beige wire, can be adjusted to ensure the rays emitted in the viewport are optimal. Users can also adjust the Max Frontal Distance and Max Rear Distance values to optimize the normal map display.
Explore related products
What You'll Learn
- The cage mesh is the morph created for normal map baking
- The cage allows you to see where rays are emitted in the viewport
- The blue mesh is the high-poly mesh, and the white mesh is the low-poly mesh
- The cage mesh can be adjusted by changing the Max Frontal and Max Rear Distance values
- When baking, each texture set should have a separate cage?

The cage mesh is the morph created for normal map baking
In 3D modelling, a cage mesh is a morph created to encapsulate a 3D model, which is used as a reference for the normal map baking process. This process is known as "caging" and is an essential step in normal map baking. The cage mesh acts as a boundary or container for the 3D model, ensuring that the normal map is accurately baked to the model's surface.
Substance Painter is a software tool used for 3D texturing and painting. It offers a range of features, including normal map baking, which is a process that creates a normal map to simulate complex lighting and shading effects on a 3D model. The default cage settings in Substance Painter allow users to adjust the cage mesh to ensure accurate normal map baking.
The cage mesh is a critical component of the normal map baking process. It is created to surround the 3D model, providing a reference for the normal map to be baked accurately. During the baking process, the cage mesh is used to calculate the normals or the direction of each point on the 3D model's surface. These normals determine how light interacts with the surface, creating realistic lighting and shading effects.
When setting up the cage mesh in Substance Painter, users can adjust the cage individually for each texture set. This allows for precise control over the normal map baking process, ensuring that the normals are calculated correctly for each unique texture. Additionally, the cage mesh can be used to define the area where the normal map will be baked, ensuring that the effects are contained within the desired boundaries.
The default cage settings in Substance Painter provide a starting point for users, allowing them to create an initial cage mesh that surrounds the 3D model. Users can then make adjustments as needed to ensure the cage mesh accurately represents the desired area for normal map baking. These adjustments may include changing the texture resolution or updating specific bakes, such as the Normal map, to fine-tune the results.
How to Get Your Home Painted with an FHA 203k Loan
You may want to see also
Explore related products
$29.99
$29.99

The cage allows you to see where rays are emitted in the viewport
The cage in Substance Painter is a crucial tool for the normal map baking process. It allows users to define the area where rays are emitted during the baking process, ensuring accurate and precise results.
When working with multiple texture sets in Substance Painter, the cage plays a vital role in determining which parts of the mesh get baked. While some users prefer to bake by mesh name, utilizing a cage offers greater flexibility and control over the baking process. The cage serves as a boundary or containment area for the emitted rays, ensuring they only affect the desired areas of the mesh.
In Substance Painter, the default cage settings are designed to provide a balanced starting point for users. These settings can be adjusted as needed to accommodate different mesh complexities and user preferences. The default cage is typically derived from the mesh, allowing for a straightforward and intuitive baking process.
The cage is particularly useful when working with high-poly and low-poly meshes. By creating a cage, users can ensure that the baking process only affects the intended areas, resulting in accurate normal maps. The cage also eliminates the need to adjust ray distances manually, simplifying the overall workflow.
The Baking Visualization feature in Substance Painter further enhances the utility of the cage. This feature provides a panel within the Painter's Viewport, allowing users to adjust settings related to the display of meshes in the viewport. With the cage in place, users can easily visualize the areas impacted by the emitted rays, ensuring accurate adjustments and refinements to their 3D models.
Unveiling Truths: When Someone Shows Their True Colors
You may want to see also
Explore related products

The blue mesh is the high-poly mesh, and the white mesh is the low-poly mesh
When baking textures in Substance 3D Painter, the default cage settings can be adjusted to suit the user's needs. The cage, or cage mesh, is used to enclose the high-poly and low-poly meshes during the baking process. The blue mesh represents the high-poly mesh, which contains a large number of polygons, often in the millions. This high polygon count allows for intricate details and high-resolution 3D visuals.
On the other hand, the white mesh represents the low-poly mesh, which has a significantly lower polygon count, typically only a few thousand. This mesh is used to bake the textures from the high-poly mesh, resulting in a more efficient and cost-effective model. The low-poly mesh retains the essential details transferred from the high-poly mesh while being more performant and less resource-intensive.
During the baking process, the high-poly mesh's details are baked onto the low-poly mesh, creating a texture file, often a bitmap. This procedure ensures that the final model benefits from the intricate details of the high-poly mesh while enjoying the performance advantages of the low-poly mesh. Users can adjust the cage mesh settings to ensure that the baking process accurately captures the desired details.
Additionally, Substance 3D Painter offers a range of brushes and tools to enhance the texturing process. Users can also take advantage of features like the pixel fill and the ability to generate masks based on normal details, further refining the final output. The software's flexibility allows artists to work directly on the low-poly mesh, streamlining the workflow and providing a more accurate representation of the final result.
Precision Painting: Sphere Edition
You may want to see also
Explore related products

The cage mesh can be adjusted by changing the Max Frontal and Max Rear Distance values
The cage mesh is an important concept in Substance Painter, especially when it comes to the baking process. Baking refers to transferring mesh information to textures, enabling various effects in Substance Painter, such as curvature or edge wear. The cage mesh, represented by a beige wire, allows users to visualise the emission of rays during the baking process. The mesh being edited, or the low-poly mesh, is visible inside the high-poly mesh, which is blue.
It is worth noting that when using a cage mesh, distance is ignored, so it is important not to adjust this. Additionally, the cage mesh can be adjusted for each texture set, and this may be necessary when there are multiple texture sets. The results of baking can differ depending on the UV unfold, so it is important to review this if there are any issues or unintended results.
Overall, the cage mesh and its adjustments play a crucial role in achieving the desired results during the baking process in Substance Painter.
Applying Textures: Substance Painter to Unreal Engine
You may want to see also
Explore related products
$156.74 $164.99

When baking, each texture set should have a separate cage
When working with Substance Painter, the default cage settings can be adjusted to suit your specific needs. The cage, or cage mesh, is an important feature when baking textures, as it allows you to isolate and focus on specific areas of your 3D model.
If you are working with multiple texture sets, it is recommended that each texture set has its own separate cage. This is because Substance Painter may have difficulty dealing with multiple texture sets and cages simultaneously. By creating separate cages for each texture set, you can ensure that the baking process is accurate and efficient.
To create separate cages, you will need to export each texture set into its own project, ensuring that each has its own unique cage and high poly. This way, you can adjust the cage and change the texture resolution for each texture set individually. It is important to note that the cage and the mesh should have the exact same UV for the cage to work properly.
Additionally, when baking, you may only need to update a specific aspect of the bake, such as the Normal or ID map. In this case, you can select the specific bake you want to update in the Common Settings, and then uncheck the texture sets you want to change. This allows you to work on specific areas of your project without affecting the others.
By understanding the relationship between cages and texture sets, you can utilize the default cage settings in Substance Painter to achieve the desired results for your 3D projects.
Unlocking Layer Changes in Corel Painter Essentials 6
You may want to see also
Frequently asked questions
The default cage settings in Substance Painter allow you to visually see where the emitted rays are in the viewport. The blue mesh part is the high-poly mesh, the white mesh part that is faintly visible inside it is the low-poly mesh being edited, and the beige wire covered from the outside is the cage (cage mesh).
The cage mesh is used to adjust the mesh being edited and to check the baking progress.
To check the baking progress, click the [Baking visualization] icon to hide it after baking. You can check the baking results by switching with the [B] key.
If your cage is not working correctly, it may be due to an importing/exporting issue. Try a workaround using a simple mesh like a cylinder with bevels. Use a cage, repeat the steps, and try to isolate the problem.




















![Nicolas Cage 6-Film Collection [DVD]](https://m.media-amazon.com/images/I/81dhW49auuL._AC_UL320_.jpg)
















