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Explain how Texture Sets are split into separate publishes per output map in documentation
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@ -51,8 +51,9 @@ publish instance.
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To create a **TextureSet instance** we will use OpenPype's publisher tool. Go
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to **OpenPype → Publish... → TextureSet**
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The texture set instance will define what Substance Painter export template `.spexp` to
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use and thus defines what texture maps will be exported from your workfile.
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The texture set instance will define what Substance Painter export template (`.spexp`) to
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use and thus defines what texture maps will be exported from your workfile. This
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can be set with the **Output Template** attribute on the instance.
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:::info
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The TextureSet instance gets saved with your Substance Painter project. As such,
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@ -61,8 +62,34 @@ just click **OpenPype → Publish...** and start publishing directly with the
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same settings.
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:::
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#### Publish per output map of the Substance Painter preset
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### Known issues
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The Texture Set instance generates a publish per output map that is defined in
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the Substance Painter's export preset. For example a publish from a default
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PBR Metallic Roughness texture set results in six separate published subsets
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(if all the channels exist in your file).
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When publishing for example a texture set with variant **Main** six instances will
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be published with the variants:
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- Main.**BaseColor**
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- Main.**Emissive**
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- Main.**Height**
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- Main.**Metallic**
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- Main.**Normal**
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- Main.**Roughness**
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The bold output map name for the publish is based on the string that is pulled
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from the what is considered to be the static part of the filename templates in
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the export preset. The tokens like `$mesh` and `(_$colorSpace)` are ignored.
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So `$mesh_$textureSet_BaseColor(_$colorSpace)(.$udim)` becomes `BaseColor`.
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An example output for PBR Metallic Roughness would be:
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## Known issues
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#### Can't see the OpenPype menu?
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