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We're excited to announce the Shattered World Signature Collection, the latest addition to Substance 3D Assets — fifteen dark fantasy materials created by Senior Technical Artist Kai Mergener, all built in Substance 3D Designer. Each material is designed to function as a hero asset straight out of the box, with a focus on atmosphere, technical depth, and versatility across different scales and environments.Kai has also just given an in-depth interview to 80 Level, covering the creative and technical process behind the collection, from the Dark Souls-inspired aesthetic that shaped its direction, to his unconventional use of Designer's SDF nodes, to the personal significance this project holds for him as a material artist.
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.
Currently, all imported resources are embedded in the project files.In many cases, artists may use the same images/textures across multiple project files. As a result, these resources are unnecessarily stored in each project file, taking up a lot of space and making the project files larger. Using linked resources would prevent this duplication.At the very least, having an option that allows users to choose how they want to store their resources would be very welcome.Each option has its own use case. This is why this should available for users.
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
I would like to propose an editable 2D grid warp workflow for Substance 3D Painter, and request a supported public API for integrating tools like this into Painter’s native 2D viewport.I have developed a working plugin called 2D Warp Grid. It lets artists reshape projected logos, decals and other layer content in UV space without changing the mesh UVs. A typical use case is correcting the shape of a logo on a curved surface after it has already been placed.Video demonstration:Watch the 2D Warp Grid demonstration on Google Drive (no sign-in required).Current plugin capabilitiesGlobal: a grid over the full 0–1 UV area. Local: a rectangular grid fitted around the layer content. Custom: draw a rectangular area directly in the 2D editor. Independent row and column resolution, up to 10 × 10 control points, with Smooth and Linear interpolation. Move individual points, or select multiple points with Shift and move them together. Move, rotate and uniformly scale the whole grid in Local and Cust
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!
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
I would like to request support for nested / hierarchical Effects in Substance 3D Painter's Layer Stack.The goal is not to introduce a full Designer-style Node Graph, but to allow the existing Effects used in Layers and Masks — including Filters, Generators, and other effect types — to be organized hierarchically.A good reference for this workflow is the nested Filter system in World Creator 2026, where an effect can contain other effects and multiple levels of hierarchy can be created.The main reason for this request is that Painter's current linear Effect workflow becomes increasingly difficult to manage as Mask and material logic becomes more complex.The Core Problem: Painter's Effect Stack Is Fundamentally LinearPainter already provides most of the building blocks needed to create sophisticated masks and material effects.For example:Curvature Ambient Occlusion Position Thickness Grunge Noise Generators Levels Histogram Scan Blur Warp etc.The problem is not a lack of available Effec
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
Currently, when exporting out an individual mask, the export dialog box only allows the user to pick a file format, and uses the current document size for the resolution. It could be useful to allow the user to pick a different export resolution- that way for performance reasons they could be working in their file at a lower resolution than the final intended texture size, and be able to export out an individual mask at that final, higher resolution without having to change the size for the whole project and wait for everything to update.
On Linux, Substance 3D Painter 2025 has a regression in version 11.1.2 where the color picker modal window no longer appears.Versions 11.1.1 and 11.0.3 work correctly on the same system.Since Steam does not allow downgrading, could you please expose 11.1.1 as a beta branch so Linux users can continue working while the regression is investigated?This would be extremely helpful for production use.i have nvidia rtx 5090
Hello everyone,Thanks to your reports, we unfortunately confirm our latest release (12.1.3) has an encoding issue with Windows, resulting with random crashes.Hopefully, we’ve already localized the problem and are actively working on a solution that should be released fairly quickly.That said, if you can’t afford to wait for the bugfix, you can also rollback to a previous Painter version.Creative Cloud: 3 Dots next to Painter’s app / Other versionCCD rollbackSteam: RMB on the app / Properties / Game Versions & Betas We apologize for the inconvenience. Steam rollback We apologize for the inconvenience.
Environment: Substance 3D Painter 12.1.3, Windows 11 22631, RTX 5080 (NVIDIA 610.62 / 610.74 / 616.56 — identical on all three), Wacom Cintiq 22 as primary display, Windows Ink enabled per Adobe's pen guide. Reproduces since 12.1.0.Symptom: during a normal painting session the viewport stops updating permanently. Menus, panels and the layer stack keep working; Windows never flags the app as unresponsive. F, view toggles, resize, dock re-attach, minimize/restore do not recover it. Only a restart does.Conditions (several dozen occurrences over two months):- Only while using the pen. Never with the mouse — zero occurrences in mouse-only sessions.- Almost always during camera navigation (Alt+drag), not during strokes.- Often preceded by a sudden camera jump. Worse after Alt+Tab and back.Evidence collected on one instrumented occurrence (2026-09-07 20:10):- Minidumps (6 total): the "SAL Render Thread" is parked in std::condition_variable wait (ntdll!NtWaitForAlertByThreadId → RtlSleepCondit
I found a reproducible regression in glTF transparency export between Substance 3D Painter 10.1.2 (2024) and 12.1.2 (2026).I have already submitted this issue using Painter's built-in Bug Report function.Bug Report Reference: ADB-46817980-K2B5Environment Adobe Substance 3D Painter Steam Edition Windows Painter 10.1.2 (2024): works correctly Painter 12.1.2 (2026): issue occurs ProblemI created a very simple FBX containing only two polygon planes and tested the exact same FBX and textures in both Painter versions.For transparency, I used: Opacity channel pbr-metal-rough-with-alpha-blending shader Base Color textures Opacity textures Transparency is displayed correctly inside Painter in both versions.However, the glTF export result is different.Painter 10.1.2The exported glTF contains:"alphaMode": "BLEND"Transparency works correctly in external glTF viewers.Painter 12.1.2The exported glTF contains:"alphaMode": "OPAQUE"Transparency does not work in external glTF viewers.The exp
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?
지난주까지 문제 없이 작업이 됐던 한글 경로에 있던 프로젝트 파일 실행이나, 한글명 파일 모두 작업이 안됩니다심지어 작업 표시줄에서 바로 프로젝트 파일이 불러와지지 않고 그냥 실행자체가 안됩니다.어떤 로그도 나타나지 않고 그냥 프로그램이 거지고있어요
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?
In the Export Textures > Settings Window, the output map names are always cutoff, even when i expand my window to be very wide. I don't see why the text line doesn't just expand to show the whole name when there is plenty of space. This would improve clarity when preparing to export.
If I lay a ribbon path and I create another layer path that aligns over it it would be cool to group multiple overlapping child splines to folllow parent spline, then control those splines.
I wish to open a substance file my friend had sent me but it says i need to update my substance painter to verison 9.0.0 to do so. There is no update button on my steam 2022 substance painter help tab. I dont know what to do.
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