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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.
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 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
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.
it happens so often, i mean holding the click and drag things in general sometimes it works and other times dosent, i tried using the trackpad and mouse and its the same result
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.
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