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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.
Hi everyone,For the past few weeks I've been having serious performance issues with Substance Painter, starting right after the latest updates.The app takes a very long time to open, and often gets stuck on the splash screen Once it does open, it's extremely slow and freezes, even with very light projects, not just heavy files Running the app as Administrator improves things slightly, but it's still noticeably slow overallSystem specs:OS: Windows GPU: RTX 3070 TI (drivers updated at the latest version) RAM: 32GB Substance Painter: latest versionWhat I've already tried:Full uninstall and clean reinstall of Substance Painter Full uninstall and clean reinstall of Creative Cloud Clearing the cache Checking for GPU/overlay conflicts (Nvidia overlay, mouse software overlay) no change Running as Administrator (minor improvement, but issue persists)Nothing has fully resolved it so far. Has anyone else run into this after the recent updates? Any suggestions on logs I should check, permissions t
After applying a smart material with a black mask and using polygon face fill mode to select a specific area of the mesh I want to, this sometimes happens and its really annoying, I cant seem to find a fix for it, nor have I seen anyone with the issue. Ive ran into this with other models in the past, so this isnt a first time issue for me. I will go ahead and drop the model for anyone to look at so you can check my UV coordination to see if anything is wrong, or if its something I have to do in the software itself to solve the issue. Thanks in advance
Can a custom tool make an SP export without even launching it? So, it can behave like Houdini Engine or AS DCC, so you don't need to go back and forth. Export it from the plugin or the custom tool in the game engine or whatever engine, instead of having to run Substance Painter, right? I realized that there is “remote-control-with-scripting,” but I want to avoid launching Substance
I'm trying to get my wings to mimic a bat wing, they have tons of SSS. I have SSS setup and it's working but it's very weak and need to be way stronger to be able to mimic the bat wing. How can I fix this?
My normal workflow has always been to store my project on a network location. The network storage is a local network not cloud based. Previously I have been able to import assets (fbx, png, spsm, etc) to the project with no issue.However recently I have noticed that it consistently fails to import if the source file resides on a network location, even if the network location is the same as the Substance file.If I relocate the file to be imported to a local drive, leaving the Substance file on the network location, then the import succeeds. Has there been a change in behaviour of imports?
Bug Report: Substance 3D Painter 12.1.2 — Export Fails to Network (Synology SMB) DrivesSummaryExporting texture maps in Substance 3D Painter 12.1.2 fails when the export destination is a mapped network drive pointing to a Synology NAS share. The export process reaches the "Finalizing export" stage and then fails for every map in the batch simultaneously. The issue does not occur when exporting to a local disk or to a mapped drive on a QNAP NAS. Rolling the application back to 12.1.1 resolves the issue completely with no other changes to the system.This strongly indicates a regression introduced in the 12.1.2 release affecting how the exporter finalizes (writes/renames) files on certain network/SMB destinations.EnvironmentApplication: Substance 3D Painter Affected version: 12.1.2 (issue present) Working version: 12.1.1 (issue not present — confirmed by rollback) OS: Windows 11, version 25H2 (identical build on both test machines, same update history) Export destination: mapped network d
**Product:** Adobe Substance 3D Painter 12.1.2 (build 5641)**OS:** Windows 11 Pro, Version 25H2 (OS Build 26200.8457)**CPU:** Intel Core i9-14900F**RAM:** 128 GB**GPU:** NVIDIA RTX 4090 (24 GB VRAM)**GPU Driver:** NVIDIA Studio Driver 610.88 (clean install)---**Issue Summary**Substance Painter crashes repeatedly with heap corruption. The crash occurs when working with materials, especially dragging/moving/reordering them in the layer stack. However, it also crashes when simply opening files. The crash is NOT limited to one project or custom materials.**Exception Details**- Windows Event Viewer: - Faulting module: `vulkan-1.dll`, version 1.4.341.0 - Exception code: `0xc0000409` - Fault offset: `0x00000000000dce55`- Microsoft Sysinternals ProcDump: - Multiple C++ exceptions (`E06D7363`) - Final exception: `C0000374` (STATUS_HEAP_CORRUPTION) - Process Exit Code: `0xC0000374`This indicates an application/Vulkan/graphics-related memory corruption issue rather than a damaged project or
We’ve noticed that Roughness map (Specular Roughness) fails to export when packed with other maps. The only solution we found for it to export properly was by first using document channels export preset, which seems to be loading the texture into memory, THEN exporting with any other preset.
When I use a FBX file it uses correctly the Material Name that is assigned to the Mesh:Assignment in the Maya Model file:When I use a USD file it uses the Shading Group not the Sader as a Name: I checked my USD and the Shader is still assigned: It would be great to have only one way of naming here either for both the material name or for both the shading group name, but mixed is confusing our pipeline when exporting the texture files. Thank you!Best regards,Timo
Windows 11 | Painter 11.1.3 | Nvidia GeForce RTX 3080Ti | 128 GB RAM | ADM Ryzen 9 5900X 12 Core When I create a new File I set a OCIO (Custom, ACES 1.2 or ACES 2.0 doesn’t matter). Then I load in external texture files and set their Output color space. It doesn’t matter if I set this manually or automatic via OCIO rules All good and works like that:After saving and reopen the file I lose all the “Output color space” OCIO rules/settings. It displays not compatible and only the defaults are available. When I check the Project Configuration it is still using the correct OCIO file and there is also no Error/Warning in the LOG: Does anyone else has this issue? It is a critical Bug in our case because textures load wrong and are not correctly exportet. Also it is very confusing. Sadly we can’t go to Painter Version 12 yet because of the python version switch. Best regards,Timo
Hello! It's more an issue with Steam pricing, but Valve to this day refuses to adress it - so it can only be adjusted by the developer/publisher. The core of the problem is Multi-Variable Conversion method that Substance 3D Painter uses on Steam; this conversation uses outdated data that punishes some regions.Poland is the prime example for this issue - in case of Substance, which base price is 199.99$, the Polish people have to pay almost 250$ for the purchase. Higher then Norway while our economies are far from comparable. Pictures below.So for no reason we pay 24% extra for software on steam.https://polishourprices.pl/ describe the problem the best. Best case scenario would be to match the base price (199.99$). Thanks for understanding and any help regarding this issue!
I was unable to bake my carvature in v12. It turned out black. Same model baked well in v11.
Since 12.1 (this is 12.1.1) the VRAM usage of Substance Painter is crazy. There's another bug report about performance issues but for me it wasn't clear if it's VRAM related.What happens:While working on a very small scene which only uses like 3GB of VRAM it skyrockets to the max in the matter of minutes while working on it.This is 100% a memory leak and happens as well with version 12.1.1My system is nothing special, Win 11, 64GB, i9-9900K but what makes it a bit more special is the fact I have 2 GPUs, a 3090 and 4090 both with 24GB VRAM.I tried to force using the 3090 using the options inside Windows Display > Graphics options but that doesn't help, it only switches the issue to the 3090. I'm currently at the Nvidia 610.62 Studio Drivers.If I quit Substance Painter while it hugs the 24GB it will roughly empty 12GB and after like a minute it gives me back another 10GB of VRAM.It also doesn't really matter what I do, the screenshot attached is a storyboard where I only hide/unhide m
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