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KtuJis
Participant
June 16, 2026
Answered

Anti-aliasing on masks

  • June 16, 2026
  • 1 reply
  • 9 views

When I set the Balance and Contrast value to 1 for any grayscale mask, a slight gradient forms at the edges of the mask, creating gray pixels on the metallic map. How can I avoid this?
For example, for optimization purposes in some projects, the Metallic map should be made two-toned—either pure white (RGB 255,255,255) or pure black (RGB 0,0,0)—and no gray shades are allowed on the metallic texture.

Regarding the example in the screenshot ^
These are 9 rectangular polygons. in the UV map, they all overlap into a single one.
 

I couldn't find anything in the Substance Painter settings, and various Google searches didn't turn up any answers.
Are there any scripts or plugins that can remove this gradient?

    Correct answer Cyril Dellenbach

    Hello ​@KtuJis ,

     

    Contrast is the slider that should edit the white values and not balance.
     

     

    Otherwise, that’s something you can easily tweak with a Levels.

    1 reply

    Cyril Dellenbach
    Community Manager
    Cyril DellenbachCommunity ManagerCorrect answer
    Community Manager
    June 17, 2026

    Hello ​@KtuJis ,

     

    Contrast is the slider that should edit the white values and not balance.
     

     

    Otherwise, that’s something you can easily tweak with a Levels.

    Cyril Dellenbach (Micro) | Product Manager | Substance Painter
    KtuJis
    KtuJisAuthor
    Participant
    June 17, 2026

    Levels really helped.
    But I noticed that if I set Levels to the maximum mask brightness, that gradient of gray pixels remains in the 3D view and UV view, but when I export the map, those gray pixels are gone. Is this a visual bug in Substance Painter?