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Hi everyone,For the past few weeks I've been having serious performance issues with Substance Painter, starting right after the latest updates.The app takes a very long time to open, and often gets stuck on the splash screen Once it does open, it's extremely slow and freezes, even with very light projects, not just heavy files Running the app as Administrator improves things slightly, but it's still noticeably slow overallSystem specs:OS: Windows GPU: RTX 3070 TI (drivers updated at the latest version) RAM: 32GB Substance Painter: latest versionWhat I've already tried:Full uninstall and clean reinstall of Substance Painter Full uninstall and clean reinstall of Creative Cloud Clearing the cache Checking for GPU/overlay conflicts (Nvidia overlay, mouse software overlay) no change Running as Administrator (minor improvement, but issue persists)Nothing has fully resolved it so far. Has anyone else run into this after the recent updates? Any suggestions on logs I should check, permissions t
Error example:[BakingProcess] Can’t create a resource from the baker result: tile (0,0): couldn’t find surface in resource world space normal *name of asset*When starting a new file, baking completes as expected without any error. But upon making shader application or UDIM lay out changes to the asset in Maya and re-importing the mesh, baking fails on all mesh map bakes.Error seems to be stemming from UDIMs changing texture sets/UV coordinates.Tests/Attempted Solutions:1) Not moving any UV’s, and only applying a different shader in Maya (Error) • Seems to not matter if texture set stays enabled or gets disabled in Painter2) Not applying a different shader/texture set, and only moving a UV island to a new UDIM (Error)3) Making a new Painter scene and using the mesh with the changes (Bakes as expected)4) Tested with different assets, all give the error5) Tested with Substance Painter 11.0.3 (Bakes as expected)6) Instead of using “Re-import Mesh”, I tried going to Project Configuration
After applying a smart material with a black mask and using polygon face fill mode to select a specific area of the mesh I want to, this sometimes happens and its really annoying, I cant seem to find a fix for it, nor have I seen anyone with the issue. Ive ran into this with other models in the past, so this isnt a first time issue for me. I will go ahead and drop the model for anyone to look at so you can check my UV coordination to see if anything is wrong, or if its something I have to do in the software itself to solve the issue. Thanks in advance
The Steam perpetual version of Substance 3D Painter 2026 has significant lag and stuttering every few seconds. I saw patch notes claiming this has been fixed, but it has not been fixed on the Steam version it seems.Specs:OS: Windows 11GPU: NVidia RTX 5090CPU: Intel Core Ultra 9 285KRAM: 64GB DDR5Storage: 2TB+ NvMEThings I’ve Tried:ReinstalledClose Logitech lamp array servicesRestart PCForce Substance to use dedicated GPUAny way that Adobe could look into this issue would be great. It’s negatively impacting my ability to work.
My normal workflow has always been to store my project on a network location. The network storage is a local network not cloud based. Previously I have been able to import assets (fbx, png, spsm, etc) to the project with no issue.However recently I have noticed that it consistently fails to import if the source file resides on a network location, even if the network location is the same as the Substance file.If I relocate the file to be imported to a local drive, leaving the Substance file on the network location, then the import succeeds. Has there been a change in behaviour of imports?
Bug Report: Substance 3D Painter 12.1.2 — Export Fails to Network (Synology SMB) DrivesSummaryExporting texture maps in Substance 3D Painter 12.1.2 fails when the export destination is a mapped network drive pointing to a Synology NAS share. The export process reaches the "Finalizing export" stage and then fails for every map in the batch simultaneously. The issue does not occur when exporting to a local disk or to a mapped drive on a QNAP NAS. Rolling the application back to 12.1.1 resolves the issue completely with no other changes to the system.This strongly indicates a regression introduced in the 12.1.2 release affecting how the exporter finalizes (writes/renames) files on certain network/SMB destinations.EnvironmentApplication: Substance 3D Painter Affected version: 12.1.2 (issue present) Working version: 12.1.1 (issue not present — confirmed by rollback) OS: Windows 11, version 25H2 (identical build on both test machines, same update history) Export destination: mapped network d
**Product:** Adobe Substance 3D Painter 12.1.2 (build 5641)**OS:** Windows 11 Pro, Version 25H2 (OS Build 26200.8457)**CPU:** Intel Core i9-14900F**RAM:** 128 GB**GPU:** NVIDIA RTX 4090 (24 GB VRAM)**GPU Driver:** NVIDIA Studio Driver 610.88 (clean install)---**Issue Summary**Substance Painter crashes repeatedly with heap corruption. The crash occurs when working with materials, especially dragging/moving/reordering them in the layer stack. However, it also crashes when simply opening files. The crash is NOT limited to one project or custom materials.**Exception Details**- Windows Event Viewer: - Faulting module: `vulkan-1.dll`, version 1.4.341.0 - Exception code: `0xc0000409` - Fault offset: `0x00000000000dce55`- Microsoft Sysinternals ProcDump: - Multiple C++ exceptions (`E06D7363`) - Final exception: `C0000374` (STATUS_HEAP_CORRUPTION) - Process Exit Code: `0xC0000374`This indicates an application/Vulkan/graphics-related memory corruption issue rather than a damaged project or
We’ve noticed that Roughness map (Specular Roughness) fails to export when packed with other maps. The only solution we found for it to export properly was by first using document channels export preset, which seems to be loading the texture into memory, THEN exporting with any other preset.
When I use a FBX file it uses correctly the Material Name that is assigned to the Mesh:Assignment in the Maya Model file:When I use a USD file it uses the Shading Group not the Sader as a Name: I checked my USD and the Shader is still assigned: It would be great to have only one way of naming here either for both the material name or for both the shading group name, but mixed is confusing our pipeline when exporting the texture files. Thank you!Best regards,Timo
Windows 11 | Painter 11.1.3 | Nvidia GeForce RTX 3080Ti | 128 GB RAM | ADM Ryzen 9 5900X 12 Core When I create a new File I set a OCIO (Custom, ACES 1.2 or ACES 2.0 doesn’t matter). Then I load in external texture files and set their Output color space. It doesn’t matter if I set this manually or automatic via OCIO rules All good and works like that:After saving and reopen the file I lose all the “Output color space” OCIO rules/settings. It displays not compatible and only the defaults are available. When I check the Project Configuration it is still using the correct OCIO file and there is also no Error/Warning in the LOG: Does anyone else has this issue? It is a critical Bug in our case because textures load wrong and are not correctly exportet. Also it is very confusing. Sadly we can’t go to Painter Version 12 yet because of the python version switch. Best regards,Timo
Hello! It's more an issue with Steam pricing, but Valve to this day refuses to adress it - so it can only be adjusted by the developer/publisher. The core of the problem is Multi-Variable Conversion method that Substance 3D Painter uses on Steam; this conversation uses outdated data that punishes some regions.Poland is the prime example for this issue - in case of Substance, which base price is 199.99$, the Polish people have to pay almost 250$ for the purchase. Higher then Norway while our economies are far from comparable. Pictures below.So for no reason we pay 24% extra for software on steam.https://polishourprices.pl/ describe the problem the best. Best case scenario would be to match the base price (199.99$). Thanks for understanding and any help regarding this issue!
I was unable to bake my carvature in v12. It turned out black. Same model baked well in v11.
I’m unsure what is causing the issue. Before latest update to 12.1.0, I have not experienced any issues like this. I’m on win11 pro latest updates as of 2026/07/03. Painter is installed on a 2tb gen4 nvme (its my OS drive) and my work files are done on a gen5 samsung pro 9100 drive. Previously saving files was fairly quick, even files over 5gb in size. But now when I save I have to wait as it hangs for a while (1-1.5 minutes) before the save completes. This only happens on large files that is over 1gb in size. When I exit after working, then it also hangs a while before closing, or it just hangs indefinitely and I have to force close painter with task manager. I’m unsure if it is a windows issue, or gpu driver issue, or painter issue. My drivers are up to date. Latest Nvidia studio drivers (v.610.62) through nvidia app. Nvidia app overlays are disabled and no performance settings for apps are done through the nvidia app. System: r9 9950x3d, 64gb ddr5, Rtx 5070ti and above mentioned nvm
Since 12.1 (this is 12.1.1) the VRAM usage of Substance Painter is crazy. There's another bug report about performance issues but for me it wasn't clear if it's VRAM related.What happens:While working on a very small scene which only uses like 3GB of VRAM it skyrockets to the max in the matter of minutes while working on it.This is 100% a memory leak and happens as well with version 12.1.1My system is nothing special, Win 11, 64GB, i9-9900K but what makes it a bit more special is the fact I have 2 GPUs, a 3090 and 4090 both with 24GB VRAM.I tried to force using the 3090 using the options inside Windows Display > Graphics options but that doesn't help, it only switches the issue to the 3090. I'm currently at the Nvidia 610.62 Studio Drivers.If I quit Substance Painter while it hugs the 24GB it will roughly empty 12GB and after like a minute it gives me back another 10GB of VRAM.It also doesn't really matter what I do, the screenshot attached is a storyboard where I only hide/unhide m
When importing compatible ABC files into Substance Painter, mesh names for geometry masks come in with incorrect extra leading forward slashes. For example, with an ABC hierarchy of…foobarbaz...the mesh names come into Substance Painter like so:/foo/bar/baz While this could be considered just an inconvenience, it causes a practical issue. The same source exported as FBX does not result in this same extra leading forward slash; and so if a project is set up to use mesh names for geometry masks and the model is updated between ABC and FBX, then the geometry masks will not be preserved after the model update.This can be worked-around by restricting a file to only use the model format it started with; but this seems to be a limiting restriction.
12.1.1 build 5594,The emission channel is ineffective in OpenPBR material mode, whereas it works when switching back to the previous material.
I can’t open https://substance3d.adobe.com/education/ , as it leads to a “504 Gateway Timeout” error.
So i posted this a while back before but the Post has been removed for some reason…. i guess because being inactive on the post. but yeah this happens when using the Pen Tool more you use it. adds artifacts to your Height and the only fix for this was to Down Grade to 2025 11.0.3… Any Higher that that Version the Bug still remains there…… shocking its still there in 2026 Video example i made for the old post
OS: Windows 11 GPU: NVIDIA GeForce GT 1030 (2 GB) CPU: Intel i5-10400F Works: Substance Painter 11.0 Broken: 11.1+ (and upwards) Symptoms: New and existing projects affected. Model initially appears white until a layer is toggled. Toggling a layer makes textures sharp. As soon as the camera rotates/pans/zooms, textures become permanently blurry. Texture Set resolution remains at the selected resolution (does not change). GPU usage stays around 20%. Already tried: Clean reinstall. Updated NVIDIA drivers. Verified Painter is using the GT 1030. Vulkan diagnostic tools run without errors. Problem only appears in versions using the Vulkan renderer. I don’t think it is my graphic’s card at fault since i even tried small texture sizes and light models and it still becomes extremely blurred (it’s not being overwhelmed), what do you guys think? Please help.
I’m trying to bake a single UDIM as I want to adjust the cage size for that specific part. I untick all the other UDIMs. Though when I press bake I get an instant crash report. It seems to only work if all UDIMs are selected.I also have GPU and Raytracing unchecked. It’s frustrating as this is forcing me to use Marmoset for my baking.
updated my drivers to the latest and tested it in two different computers. the maxfrontal distance cage preview does not update in realtime when dragging the slider. you have to hover over the viewport before it updates
Basically the title, I was painting along, happy as can be until suddenly the lag attacked. It takes anywhere form 3-20 minutes to compute a single stroke of the paintbrush.I've uninstalled and reinstalled on my fast SSD.I've updated my windows preferences to both Best Performance on Power Settings and Best Performance on Substance Painter specifically.I have "Saved and Reduced File Size"I have upped my cache limit to the max and also moved all caches, preview, and temp files to my SSD.I have tried only working on one layer at a time.I have reduced the resolution of my UVs to 1k for the main body texture and 512 and 256 for the eyes. I have Sparse Vrtual Texture enabled/Hardware support acceleration. I don't feel like my model is particularly super detailed or layered compared to other Subtance projects I see. Processor: AMD Ryzen 5 2600 Six-Core ~3.4GhzMemory: 64GM DDR4DirectX 12 When running performance tests while it was trying to compute a brush stroke it was using 6
Photoshop Export fails when a Black Mask is present in Substance Painter 12.1.0Environment Adobe Substance 3D Painter 12.1.0 Photoshop Export plugin 1.1.9 Windows 11 Adobe Photoshop (latest Creative Cloud version) IssueAfter updating from Substance Painter 12.0.3 to 12.1.0, Photoshop Export no longer works if a layer has a Black Mask.Regular texture export works correctly. Only Export to Photoshop fails.The issue is reproducible even in a brand-new project.Steps to Reproduce Create a new project. Add a Fill Layer. Add a Black Mask to the Fill Layer. Click Export to Photoshop. The export fails. Expected ResultThe Photoshop (.psd) file should be created normally, including the layer masks.Actual ResultThe export stops while generating the temporary mask PNGs.The log shows:[Plugin - photoshop-export] An error occurred while exporting map "..._mask.png"[MapExporter] Nothing could be exported from the Material Stack:[MapExporter] Channel "Blending mask" cannot be used with
※ Sorry if there are any parts that are not correct as I am using a translation tool.I am always lagging when I rotate or move by entering alt + LeftClick , RightClick , MiddleClick keys in the latest SubstancePainter. I have been suffering from this problem for the past 6 months.I thought it might be a problem with my computer, but it is not.Old PC i7-12700 rtx3070 mem64gbNew PC Core Ultra 7 265F rtx 5070 mem64gbPC at work similar to the above specs and the same phenomenon is happening on all computers.So I installed Substance Painter 2022 (8.3.1) which I bought on Steam and tested it, but there was no problem at all. (Attached video)I also installed 8.3.1 with AdobeCreativeCloud and had no problem.I do not know how to solve this problem. What should I do ...Translated with DeepL.com (free version)
This started happening randomly yesterday on projects i had just worked on. Everything else works but it just crashes after reimport, when seeing the log it shows that it was imported succesfully then it crashes. The log shows no useful info about the crash. If i import the mesh again and again with the same material it works but if i reimport the mesh with another material it crashes. This happens on every project.
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