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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
Well basically is the doubt at the title, will substance 3d painter 2026 have a perpetual steam license?thank you.
I can't seem to find out how to export the stylized generator to a base color. Also is there a way to bake the environment lights into the same base color ?
Thanks to your reports, we've established a conflict between Discord's Game Overlay and Substance applications.We're currently looking for solutions, but in the meantime, if you're facing functionality issues with Designer/Painter buttons, please disable Discord's Overlay. After tests on our end and some of your reports, it seems that a Windows 11 Security update ((KB5068861) (26100.7171)) can affect the behavior of Substance Painter’s buttons. Some are even not working at all. We’re currently investigating, but in the meantime you can roll back windows 11 to its previous update. Windows updates > Update History > Uninstall updates We’ll keep you informed of any changes.
Substance Painter steam 2025, Windows11
Hi there, I’m creating a custom tool in Substance 3D Designer to be used as a generator / fill layer in Substance 3D Painter, and I’d like to understand how this will behave in terms of memory usage under the hood. This question is primarily addressed to Substance 3D developers or anyone who knows how resource loading works internally. Use case:Inside a single Designer graph I plan to embed around 50 texture maps in 4K (about 25 MB each, so roughly 1 GB of embedded resources in the .sbsar).In Painter, the user will typically use this .sbsar only once per project, as a fill layer on top of the stack that generates base color + roughness + metallic.For one specific use, the user actually selects only two textures out of those 50 (through parameters / switches in the graph). So logically they need around 50 MB of data, while the remaining ~950 MB is just a “technical library” of textures stored inside the .sbsar. The core question:How does Substance 3D Painter handle such l
Hello In a few of my projects my model disappears when I try to render in iRay. I have checked over the settings and they are exactly the same as another similar project I have which renders fine. I've tried moving the camera out a bit, making sure alpha is not turned on and a few other changes but none make a difference, the model is literally invisible! Any suggestions on what might be causing this? Thanks
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