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Right now Color selection allows only images to be set as id map input, but not the anchor points. But sometimes Id maps needs to be dynamically edited before use. And all nodes in Substance Painter allow it, except the most important one for Id map.
Hey everyone! I've been making materials in Substance Designer and exporting them to Unreal without any issues. I also exported my material to Substance Sampler, and the results were good!However, when I decided to put my materials together in a trimsheet using Substance Painter, the program wouldn't read my height map correctly. It would turn black and only show a few small spots of the height map. So I decided to fix it by manually importing the height map and adjusting the levels. Which worked in the viewport. but had the same results when exporting. The height map would be just mid grey with barely any details.More Details:I am exporting channel packed AO,Roughness and height together. and yes i had no trouble with any other map except for height texture.And my export settings are correct i assume because i tried everything. is this a bug or am i skipping a hidden step?
Hello, I’m having an issue when trying to bake to mesh. Every baked map (Normal, ID, AO, Curvature, etc.) turns out completely blue. I also can’t click on Return to Painting Mode, because Substance Painter eventually crashes.At first, I suspected a UV problem, but the UVs import correctly. What’s strange is that I tried rebuilding a project I worked on a month ago—which worked fine back then—but I’m now encountering the same issue.Does anyone know how to solve this?
Why is it so complicated when adding a png with a transparent background? why cant it just work like any other program. I have watched so many tutorials, google/chatgpt, youtube, but they all give me a white background. I don't get it. Yet the alpha leafs I get from Adobe Assets work fine, but if I try to add my own it gives me a white background. Please make it easier.
I keep having those strange artifacts whenever I switch to Tri-planar projection Those strange circles appears, this happens with any material which contains Heigth and Normal informations. Substance 3D Painter, version 11.1.0Build 4950 - 0265fbbfab79de9882b9b15496f0ca708f94dcdfWindows 11 25H2 Blender 4.5.3
I´d like to improve my models and been trying to find a way to get some color (like shadows) in to the skin wrinkles and pores. My model does not have any micro surface detail, but all the wrinkles and pores are made with alphas. This way I can export some nice normal maps, but when rendering the model, some skin details are still missing. I´ve seen some diffuse maps what others have, and there they have those wrinkles and pores baked also to the diffuse map for better contrast. Hand painting the bottoms of all wrinkles and pores is out of the question.So, the depth feeling comes from the normal map, but how to get the normal info also to the diffuse map so that there was some contrast as well? Or perhaps to make curvature map based on normal map?
Hello!I was just wondering if, anytime in the future, Apple Silicon users can use their GPU for baking mesh maps?I am using an M1 Max MacBook Pro and having to bake using my CPU is taking such a long time.
When we use the undo button, can it also undo the settings we have changed, for example the shadow slider, or at least make a seperate undo button. Please.
Before this update my baking was fine but now it no longer works and even though it goes through the baking process nothing is actually changing. there is no ao details on the mesh or looks like its interacting with each other. i bake my matching mesh name but nothing is being affected. when i turn off gpu raytracing it works but then i cant use bake by mesh name and then everything looks very harsh. is there a fix to this? i have a nvidia geforce x 3090
Default Camera, Aperture, and Focus Distance are now greyed out in Iray after updating to 11.1These settings are locked and uneditable, really limiting our ability to create realistic renders as we could in previous versions.I tried opening a new project as well as opening old projects from previous versions. Can;t ever seem to access these controls in iray any longer.Does this happen to everyone?
After the newest update whever I zoom out or move the camera in general the viewport texture becomes very low res, if i reload the texture (hide then show it again) it goes back to normal unless I move my camera. Additionally if I paint anywhere/update the texture it will briefly show the full res then go to a very low res version. For example this is how it should look:How it looks when it is low res:
Guys, I'm having this problem with the bake in my Substance Painter. I bought the Steam version. The program was working normally, but now it’s like this: every bake I do has this issue. Either it only loads halfway, or when it finishes the bake it stays on a screen that looks like it’s endlessly loading. And when I try to leave the bake tab, the program glitches with one window overlapping another. I’ve already tried everything the support recommended, and nothing worked. Does anyone know what it could be?”
Hi, since the recent 11.1 update any bake gets me a very high contrast curvature map, resulting on hard edges smart masks even on global contrast 0. (Rolled back to 11.0.3 and bakes fine)RTX 2060 Super - Win10 - RAM32GB Nvidia Driver 581.29GR
On heavy projects it would help a lot to have a way to monitor computation time of layers to find bottlenecks in projects (as in Substnace Designer or Houdini for example).And you could also go further and add an ability to temporarly toggle computation of those heavy layers off (detected automaticlly or by user's choice).So, for example you press a hotkey, it freezes computation of those heavy layers, which allows you to paint masks, add/move decals, etc. freely without a lag and then press hotkey back again to recompute and see the final look.As the project grows it becomes more painfull and painfull to manipulate stuff. And this seems to be a good solution for this.
Stencil: after draging a alpha texture into the slot i try to draw on a paint layer that i created on a black mask. the preview of the texture works and i am able to scale rotate and move the alpha. but when i try to draw it on the mesh nothing happens. weirdly enough, when i draw on the UV/2D view it works. Its only broken in the 3D view. Projection tool: when i drag a texture into the stencil it does not show up in my paint buffer (the buffer just stays grey) so i dont see what i project but when i left click, it actually project the thing onto the mesh. So just the preview is broken.
Hey,the title say it all. I really miss the feature, that i can export outmaps on a unqiue size. As example, when i export a _ORM (Occluion, Roughness, Metallic) Map i don't need it in 4k. I maxium need it in 1k or 512. But i have always have size them down manually afterwards.Would be great to have a feature for this. Greets Spaehling
In Texture Bake mode, even if the model’s geometry is perfectly flat, if there are polygon edges or UV seams within that flat area, the curvature bake still produces white lines.Please let me know if there is a proper setting to avoid this or if it is a bug.If it is a bug, I would like it to be fixed.Thank you.
Hello there,My team works on building assets for a AAA project, and part of our pipeline involves baking AO at a max occluder distance of 200 for consistent AO results across buildings.As of Substance 11.1, we can no longer set the Max Occluder distance beyond 1. This is disrupting our workflow and requiring us to roll-back to a prior version.
Not sure If I named the topic correctly, but think it will do..Getting ready to export textures for a model.Model is seperated in 5 individual IDed parts for painting individually.Each part has 1 or 2 custom use channels assigned to them (user0 and User1)When I am ready to export textures (UDIM / stacked textures per R+G+B / R+G+B+A), How do I make sure that each created User0 / 01 painted layer will goto the correct model part?Will SP automatically know that the User0 and User01 created in Model Part01 will goto it?and will do for each created User0 and User01 part? I hope I explained this correctly?Trying to not make this a TL/DR topic.If you need more information / details, I'll be happy to respond with the needed intel.
Hi I am using substance 3d painter to paint over my 3d model. I can only paint one object at a time (unable to load UDIMS) and the texture maps are not fully fitted into the box when i upload the export jpegs into blender model so the model doesnt come out great. so two issues1. my uv maps arent fully fitted into the box2. I cant load UDIMS and paint across the 39objects that are attached together this is the model. I think its because the objects are touching and thats what happensI mainly want to paint and not dive deep into modelsI opened the model in opengl, directx not sure what the issue is. will include the model obj attached
Might be an overly discussed topic but when will Adobe allow you to create a Render View Preset to bring the exact settings from one project to another so to get the exact type of render? This would be a helpful improvement.
hi guys!I'm on a AMD RYZEN AI MAX+ 395 w/ Radeon 8060S, 3000 Mhz, 16 Core(s), 32 Logical Processor(s) wth 128gb of memory vram.I oticed that the Stylized filter at 4k makes Substance Painter freeze or the viewport will become unrespnsive (only the vieport, the menu are still working) . It only happens at 4k, at 2k the same filter works butter smooth.Usually, with 128gb of vram I'm able to use Painter without issue, it's actually very fast.Thank you!Max
Adding a layer merging function to the black and white mask will greatly improve efficiency.
We’re psyched to announce that we’ve just released the latest version of Substance 3D Painter. Updates and additions for this release are very much focused on improving workflow and performance. Namely: A new Ribbon Tool allowing you to paint complex repeating details, like stitches or zippers – or even text. This is even possible along curved surfaces and intricate geometry; you can now paint with patches that remain visually consistent without any stretching artifacts, or need to place elements manually. Improved Symmetry controls for fills and effects, allowing you to apply symmetry directly to fill layers and effects in the layer stack. Real-world displacement for digital twins and product design – Painter now includes Physical Displacement, which is particularly useful in fields such as product visualization and digital twin creation, where scale accuracy is vital. Vulkan support and Baker API updates, for both Windows and Linux, providing smoot
yesterday everything was fine. today i cant make a project, access shortcuts, or edit and update old project. i cant access easy mode. i cant find core files, ive reinstalled the aplication 3 times with no fix. each new install has the same issue. im using the steam 2025 version. how do i fix this
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