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Hello to all,I have a problem exporting a texture from Substance 3D Painter into Unity URP.I have done all according to the explanations I have found.But from this in Substance 3D Painter:I get this in Unity:I have a few layers on top of each other:The settings I have used for export are like this:In Unity I have created a new material and applied the textures that where exported: Maybe anybody can help me?
I have a problem where I put my texture into roblox studio so it can add it into my mesh but for some reason it gives me errors. Does anyone know how to fix it? plz help
I want to export a base color with transparency.When I select RGB in the output template settings and drag and drop Opacity to export, I get an error.I would like to know how to export a texture with a transparent background.Thank you in advance.
Sub Surface Scattering isn’t rendering properly for me. I have tried almost everything from changing the shader to remaking the entire model Weirdly brightens up the model when I turn on SSSRenders fine without SSS. As you can see, it weirdly brightens up the model. It’s renders fine without SSS. I just can’t figure out how to render out the SSS. I have baked a thickness map and inverted that map for the SSS and it should render out without any problems. Any Help will Really be appreciated.
As I was working on my character model, the default material sphere disappeared when I creating a black mask. I used the “Smudge” tool a few layers back to smooth out the redness of the lips. However, once I got out of it, it caused the default material sphere to disappear whenever I create a new fill under a black mask. Because of this, if I use the “Dirt” brushes as an alpha, it would have a squared border. However, if I choose one of the “Dirt” brushes from my Asset Library, it would appear normally without the squared border. To get back to the “No Material” issue, even if I use the “Paint” tool as some suggested to fix the issue, it will still immediately disappear when I choose a different option. If I reopen Substance Painter, everything will appear normally until I click on a different tool, which causes the grey sphere to disappear. I received this red error message in my log stating the following: [GenericMaterial] Shader API has been updated. Textures may briefly flash white
Is there a way to prevent polyfill from filling random polygons on surfaces hidden from the camera by the surface I intend to paint on? If not, I'm afraid I won't be able to contain my increasingly violent intentions towards the Substance painter dev team.
I want to set the Output Folder of File/Export Textures gui, via python API.Is there a way to do that, if yes how? Also the same question for Output templateIs there a way to set (select a template) it via python, if yes how? Also the same question for New Project/Project template.Is there a way to set (select a template) it via python, if yes how? Thank You!
Hi,I’m getting strange black/white noise or dots in the Substance 3D Painter viewport, as shown in the screenshot. The same project looks normal on another computer.Could this be related to the GPU, driver, or viewport settings? What should I check or compare between the two computers?Painter version: Substance 3D Painter, version 12.1.3Build 5709GPU: AMD Radeon RX 5700 XTOS: Windows 11 Version 25H2
Anyone know why this is happening, for some reason some uv island in a single mesh isnt getting mask when i try to mask the whole object but when i try masking comletely unrelated object that part is getting masked. i checked the uv, it isnt overlapping or anything and there is proper padding too. watch the video to clearly understand the issue
I'm waiting to purchase the Substance Painter Steam version of 2025. It'll be the end of January and still nowhere to be found. I don't want to buy the 2024 version which will no longer be updated. Will there be any discount for the 2025 version if there will be only 11 months or less of support instead of a year or will the update period cover 12 months from the release date?
Confirmed regression: Painter 12.0+ crashes on project init with RTX 4090A/B version test completed on identical system state:- 11.1.3 (Feb 2026): Stable — Adobe sample projects open and run correctly- 12.0.0 (Mar 2026): Crashes immediately on project initialization- 12.0.3 (May 2026): Crashes immediately- 12.1.2 (Aug 2026): Crashes immediatelyRegression boundary: The crash is introduced in the Painter 12.0 branch, not in later patches or external system changes.Crash signature:- Faulting module: nvoglv64.dll (NVIDIA driver 591.74; also reproduced on older driver versions)- Exception: 0xc0000409 (STATUS_STACK_BUFFER_OVERRUN)- Fault offset shifts with driver version, consistent with the crash occurring inside the NVIDIA driver but triggered by Painter's renderer/project initializationSystem: RTX 4090 24 GB, Windows 11, Adobe sample projects, default preferences, no custom libraries. HAGS at system default (enabled). Hardware and BIOS verified stable.Isolation done: DDU clean driver inst
Hello,I purchased Substance 3D Painter 2026 on Steam on August 27, 2026, and I am using version 12.1.3 on Windows.During actual production work, I have experienced frequent random crashes, errors, and unstable behavior. I tried restarting the application, changing settings, and repeating work after crashes, but the instability has made it difficult to use reliably for professional production.I found Adobe’s official announcement published on August 28 regarding random crashes in Substance 3D Painter 12.1.3 on Windows:https://community.adobe.com/announcements-57/12-1-3-random-crashes-1639216Could you please confirm whether the random crashes I am experiencing may be related to this known issue in version 12.1.3?I purchased the software specifically for professional production work, but because of the frequent instability, I am currently unable to use it reliably.I submitted a refund request to Steam, but it was declined because my usage time exceeded the standard two-hour refund limit.
Hi, Is there a way to prevent a PassThrough filter/Layer above from reading through a specific folder?For example, a folder blend mode that would act as a boundary and prevent filters above it from detecting the layers insidethat folder?Is this possible in Substance 3D Painter?
After updating to Substance 3D Painter 12.1.3, I can no longer launch the application.The application crashes during startup and closes before it can fully launch.I tested both the Steam version and the Adobe version, and the same issue occurs with both.Version 12.1.2 works without any issues, and the problem only occurs with 12.1.3.
Although I heard that ID map isn't strictly necessary, I still baked it with submesh as a color source. Also all meshes were knife cut and separated in blender either way. But when I click on for example an engine part, for some reason it also selects a part of the wing. In another example I click only on the right elevator and it selects almost the entire mesh. What am I doing wrong?
Hi thereAs you can see in image below, my curvature mask is being display with horizontal and diagonal direction, why? I want to add a darker shapes only on areas where the normals are pointing down ( is a palm tree ) ( i am a noob just starting with Painter ) Help Thanks
Hola. Intentaré ser breve :)Equipo con 32GB de RAM y NVIDIA RTX 4070 con 16GB.He modelado en 3D MAX 2026 exportado como FBX2020.He abierto el modelo en Blender para esculpir las texturas y exportado como FBX.He abierto el modelo en Substance 3D Painter para exportar los Heightmaps y aquí es donde tengo el problema, me pasa lo siguiente:Substance genera la carpeta temporal correcta pero en un momento dado la borra, incluso con el contenido que ya hubiera podido crear en ella y me devuelve este error:"[Library] Error al exportar el recurso 'height OgreTeeth': Error al guardar."Después de muchas pruebas usando tanto Exportar texturas como Exportar recurso y habiendo borrado los directorios de cache:C:\usuarios\MiUsuario\AppData\Local\Tmp y C:\Users\manel\AppData\Local\Adobe\CacheMe sigue dando los siguientes errores:can't be generated" para las 4 UDIMs (Height, Height_1, Height_2 y Height_3).El orneado lo hace bien, el problema está cuando hago el export de los Heightmaps¿Alguna sugerenci
I’m painting manually base colour and normal material for my model. After a while i turn the model to check the other side and I’m met with this huge black spot. I go through single channels, it is only shown in normal channel and normal+height+mesh channels. I tried to delete it by using eraser with normal material only turned on, nothing happend, it only deleted the actuall normal materials under it. I cant paint over it or do anything to it. One bad thing that I did is that I painted base colour and normals in one layer. So I can’t really delete just one layer that could have had the normals painter in it.
Can a custom tool make an SP export without even launching it? So, it can behave like Houdini Engine or AS DCC, so you don't need to go back and forth. Export it from the plugin or the custom tool in the game engine or whatever engine, instead of having to run Substance Painter, right? I realized that there is “remote-control-with-scripting,” but I want to avoid launching Substance
I'm trying to get my wings to mimic a bat wing, they have tons of SSS. I have SSS setup and it's working but it's very weak and need to be way stronger to be able to mimic the bat wing. How can I fix this?
Painter 12.1.1 adds a Hard surface option to the automatic unwrap settings. I'd like to use it when creating projects programmatically, but I can't find a way to reach it from the Python API (version 0.3.5).What I checked on a live 12.1.1 install:substance_painter.project.AutoUnwrapSettings still exposes the same 8 fields: recompute_seams, recompute_uv_islands, recompute_packing, margin_size, island_orientation, uv_tiles_settings, avoid_elongated_uv_islands, create_fewer_seams. AutoUnwrapUVIslandOrientation has exactly three members: RotateFreely, AlignWith3DMesh, KeepOriginal. The private _substance_painter.project.AutoUnwrapSettings has no extra field either, and _to_private_auto_unwarp_settings copies field by field, so nothing outside the public dataclass would reach project.create anyway. project_loading_options is empty, and the legacy alg.project JS API doesn't expose unwrap settings.Questions:Is the Hard surface mode reachable from a script in 12.1.1 by some route I've missed?
I have two issues with with my project, but I'm not sure if they're connected. When i import my model, I see an error in the log stating that part of the model has "faces in out of bounds UDIM indices [0, -1]". The part of the mesh with these problematic faces is named, but when I go back into Maya and check it, the faces on that mesh are not out of bounds at all. I'm trying to get ambient occulusion and curvature maps from substance painter to use in Mari, but when I do the bake with this same mesh, the result is completely messed up and I've never had this happen before, so I have no idea what's going on. Are the out-of-bounds faces causing this baking issue? Or is it something else? I've attached screenshots of the error message, the uv faces referenced, and the botched bake result:
I try to set few Display parameters :Environment Opacity Environment Exposure (EV) Environment Blur Environment Rotation Environment AlignmentI want to do that in Python by can not find a way to do that.Thanks in advance!
ID Mask viewed in PhotopeaID Mask Viewed in Substance Painter Result of using a mask with that wrapping ID mask in Photopea to show where the green is wrapping fromResult of using the ID mask, showing a second material causing a seamExtra example in substance to show the wrapping despite ID mask being clean when viewed in Photopea. (There will be black wrapping onto the red section too)Simple reproduction:Use an edge-to-edge 0–1 UV island. Bake contrasting ID colours at opposite edges. Export the ID map. The exported image is pixel-perfect and contains no bleeding. Inside Painter, use Color Selection. The colour from the opposite edge bleeds into the generated mask.Re-importing the exported ID map as a regular texture and viewing it inside Painter displays the same wrapping/filtering at the edges.Maybe I am missing a setting or using this incorrectly, but the behaviour seems odd. I spent several hours trying different bake, padding and viewport settings before eventually exporting the
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