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Attempting to bake highpoly model with GPU ray tracing enabled to use my Geforce 5070ive re installed and uninstalled my drivers entirely to the same result. It simply gets stuck until i force close it. Been looking for a solution for weeks now, any insight is welcome
Hello!After updating Substance 3D Painter to version 11.1, I encountered a problem: the baker stopped working.What happens:When I try to start baking, the program completely freezes and becomes unresponsive. I have to force-close it through the Task Manager. The issue occurs every time, even in a new project.My system:Windows 11GPU: NVIDIA GTX 1080 TiGPU drivers are updated to the latest versionWhat I have already tried:Restarting the software and the PCCreating a new projectUnfortunately, the problem persists.Could you please advise what I can do to restore the baker's functionality? Are there any known conflicts or recommended settings?Thank you!
For complex projects it would be a huge time saver to have on master scene and several other ones using it as a reference and save just the modifications, additions and deletions.Currently I have a rather sophisticated setup for a vehicle with 30 modifications (design variations). I thought I create a base scene primarily holding all the materials for normals, smoothness/roughness, height, opacity, etc. and then create a new Substance scene for every design, load the master scene as a reference into it, and build my color textures and materials. Save it, repeat with all the other designs. If I change something in the master scene the modifications are reflected in the other scenes as well.Sadly I had to find out that Substance Painter does not support this. Ok, so save some smart materials on disc and do it this way! Oh, Substance Painter does not support loading materials as references (if I update the file on disk all Substance scenes auto-update on load).. :(
After loading a scene ALL texture sets are enabled/visible. This drives me nuts in big scenes as I create sometimes very sophisticated setups and have several variants of a design in a single file. I thought I can write a script doing that for me, but no chance as what I found out not even Substance Painter itself can “touch” the visibility of the texture sets in a scene. It is assumed that after loading the user always wants all of them to be enabled. That is really poor. Every property the user can modify while the application is running should be saved in the scene file and fully restored after a program restart (or a scene reload)!
The stencil display is low quality; this happened on its own—I didn't make any changes to the settings. The texture resolution for the projection is 4K; the texture resolution in the scene is 2K or 4K (this doesn't affect the display). Viewport scaling doesn't help. Substance 3D Painter, version 11.1.3Build 5196 - 464cbc573e735fa706a879f3a29107b6fc9865c7
It is not really a bug, just annoying for years: I am super quick with mouse and pen → I click into a textfield or drag my selection around the text I need to copy it and jump instantly to the next action. This works for all programs I know (Windows, 3 screens btw).Not in Substance Painter (and I think Designer has the same issue). If I click into a textfield to enter a name for a layer or material, or set a slider to an exact value I always need two or three attempts. Because I am so fast with my cursor that when starting to write my mouse cursor is alreay moved away from the text field. Or I use my Wacom pen: Click into the textfield with the pen, raise it to type, but raising the pen is a movement that drives the curser a bit away from the textfield. So it losts focus and I type into the void.Same for selecting text: If you move just a bit to far away from the text the selection ends and you can copy what you want → the clipboard is empty. I am often so fast that I recognise it when
I wrote a plugin that mimics the layer composition system of Photoshop. It works fine, but has a issue that shouldn’t be one: In a big scene with 544 layers the script handles all of them one by one, so it creates tons of undo steps flooding my memory. After three and more runs Substance Painter is super slow (and I have a very strong computer!).I can’t believe that neither can I limit the undo steps like in every other application I know for decades within the preferences, I also have no Python API access to it to handle it while the script is running (like disabling undo and re-enabling it later, etc).
Windows ink is a menace. Can we please get rid of this? I just don't want to be drawing and moving a program in lag with windows ink causing this much issue.
Im making assumptions on how some of the projection works but i think most of the projection is dealing with vectors.What id want is a way to reproject by topology where the topology is the same but the proportions might have changedIt would recalculate the difference in the projected stroke vector by checking against the changes between the old mesh and the new one. Since the topology/vertexorder is the same a deformation field can be calculated off of the vertices that are present through something like inverse distance weighting with which you can then recalculate the new projections.I`m sure its not as trivial as i make it sound but if anything like this would exist it would be a really powerful tool.
## SummaryPlease add a Python API to set the active brush color (Base Color and other channels) on Paint Layers.## ProblemCurrently, there is no way to set the brush color of a Paint Layer through the Python API in Substance 3D Painter. The available APIs allow:- Reading and writing **Fill Layer** uniform colors via `_substance_painter.source.set_source_uniform_color()` and `set_fill_source()`- Reading and writing **shader parameters** via `alg.shaders.setParameters()` (but this only covers shader-level params like sssColor, not the active brush color)However, there is no public or private API to set the **active brush's Base Color** that gets applied when painting on a Paint Layer.## Use CasesThis limitation blocks many useful tools and workflows:1. **Per-stroke color picker / eyedropper plugins** - Sample colors from the viewport, a reference image, or a baked map (World Space Normal, Position, etc.) and apply them as the brush color for each stroke. This is critical for stylized tex
Hi,I've got a folder with layers inside and i want to copy/instance it across a model consisting of multiple uv tiles. The main problem is when i attempt to do that using transform filter it gets cropped and i cant get to see it outside of the bounds of the first uv tile. with painting thou, i can do that across tiles no problem.The second issue is that i dont understand how to instance layers. Instance option is always greyed out.What is a general workflow of efficienty duplicating and moving multiple layers together aross uv tiles?thanks for any advice.
I am currently making a large hospital campus which will be a scenery for msfs2020/-2024. I have made the building complex in Sketchup while doing the UV-layout in Blender before texturing in Substance painter.I am recieving feedback that my projects are large in size, mainly due to the texture files. I have in the previous project set up the building with many different sized textures sets, but they have been too many resulting in a large sized project. With the current project I am keeping the number of texture sets lower to reduce size, but that results in larger UV’s and blurry textures.My question is: Creating a large building complex, how would you go about solving any resolution issue while also considering file size and draw calls? Sketchup model with predefined materials as texture sets. The assigned materials and it’s UV layout 2k brick textures assigned to the texture set in substance painter.
[ResourceImage] Failed to load image content from file 'file:///C:/Users/Roma/Desktop/image_2025-03-24_13-22-17.png'[ResourceImage] Can't serialize empty surface[Project] Failed to save project to 'C:/Users/Roma/Desktop/Model/Painter/Model.spp'[Project management] Save failed - this is unusual, check previous messages for more information
Ive downloaded my substance painter from steam and it wont openwindows 11,rtx 4070,I9 12900kI only see this and then nothing it just quits from app
Hello!I bought the Steam version of substance painter and wanted to ask if there is any possibility to revert to the OpenGL version?My RTX 5070 ti has noticable performance issues with the Vulkan version but runs well with the older OpenGL viewport.I know that because I previously worked with the regular subscription version, where reverting was possible and it fixed the issues.Best regards,Philipp
Environment:Substance 3D Painter 2026 (version 12.0.1 Build 5292 - 5c7d4ababad6d05862324959feb192c9a033dd44) -- native linux build, running with steam linux runtime disabled Arch Linux (Linux vargr 6.19.6-zen1-1-zen #1 ZEN SMP PREEMPT_DYNAMIC Wed, 04 Mar 2026 18:24:56 +0000 x86_64 GNU/Linux) AMD Ryzen 9 9950X3D (Zen 5, AVX-512), NVIDIA RTX 3080 (driver 590.48.01), 64 GB RAMReproduction:Open substance painter on linux via steam (launch steam using `steam -compat-force-slr off` if necessary to bypass broken steam runtime) Load up a model Apply material like “Fabric Tarpaulin” to model Watch material visually apply Program freezes and crashesDetails:From what I’ve been able to figure out, the faulting thread is a Substance blend worker:Thread 154 "SubstanceThread" received signal SIGSEGV, Segmentation fault.[Switching to Thread 0x7f0946ffe6c0 (LWP 96974)]0x00007f2bf156dc10 in ?? () from ./libsubstance_sse2_blend.soI used GDB to grab the disassembly at the RIP at time of crash:=> 0x7f2b
It it possible to export textures with a transparent background instead of the default grey/white that’s always underneath? I feel like it should be. I want to use what I’ve painted as a decal of sorts to be overlayed atop pre-existing materials.
高さマップを含めたレイヤーにマスクを追加し、そのマスクに対しブラシやパスで描画するとブラシのぼかしの部分にポリゴンの境目が目立って見えてしまいます。バグでしょうか?バグではないとしたら、対処法がありますでしょうか。
Hello,Version: Substance 3D Painter 12.0Issue: When I modify an existing Color Selection mask on a folder (by adding or removing a picked color), the Base Color of the material inside that folder disappears. Other channels (Normal, Metallic, Roughness, etc.) remain unaffected.Steps to reproduce:Bake an ID map from vertex colors (e.g. red, green, blue areas). Create Folder A with a black mask + Color Selection picking red and green. Create Folder B with a black mask + Color Selection picking blue. Place fill layers with materials inside each folder. Base Color displays correctly at this point. Remove red from Folder A's Color Selection, then add red to Folder B's Color Selection. Result: The Base Color in Folder B no longer displays for the newly added red area. Normal, Metallic, and other channels display correctly.Workaround: Deleting the Color Selection alone does not fix it. Deleting the entire black mask and recreating it from scratch (black mask → Color Selection → pick colors) re
I have a project in Substance 3D painter and i would like to export it for 3D print on a Mimaki 3DUK-553. I know it will have to be run through a slicer before printing on the printer. My question is, what is the best way to export the textures and mesh or is there a template that is the best to use? Thanks for you help
Heyhey, guys! I am a bit frustrated right now because my Painter keeps crashing whenever I try to open a certain file. It's not just that file, though, but also all autosaves of it (going back about an hour before the last manual save). It opened just fine earlier today and I had no issues with it at all so far. An older version (basically without actual progress, though..) opens without issue as well. So far, I have restarted my PC, updated my graphics driver, made sure that Painter launches using my GPU, moved the file from my external hard drive to my local one and tried to run Painter and open the file without anything else running at the same time (to make sure all resources are reserved for Painter). Nothing has helped. It just crashes about a second or two after I try opening it. There was one instance where it took a few seconds and it looked like it might be loading the file, but it just crashed again after a few seconds. I didn't even do anything overly fancy.
Why does Painter insist on going back to base color from mask mode when I switch layers? Working in mask mode is often the quickest way to see which surfaces in a complex scene have which materials, but every time I switch layers it jumps back to base color. This is really disruptive to workflow. With a complex scene with many layers, keeping track of material assignment is already extremely difficult in Painter and it's important to try to avoid overlapping materials. So masking is very important. Working in mask mode to quickly check thru all layers in this way would really be the fastest method... except Painter jumps out of this mode with every layer change, and all the associated redraw time that this entails. Think I really might have to learn Mari.....
ive got this square around my alpha ive imported that is very easy to see when looking at the model does someone know how to remove this.
A few key features in substance 3D painter makes it frustrating to try to hand paint in the program, notably around the color picker. The fact that the color palette needs to be open to use the color picker leads to annoying scenarios, especially since it closes automatically when switching from brush to eraser and back. It would be nice to be able to dock the color picker, or if it just stayed open.Also, it’s really annoying that the color picker always open at the same spot on the screen, especially when using dual monitors. I often use my main monitor to create the base layers and generators, then move the window to my tablet to paint over it, but then the color picker always pops on my main monitor and I have to get my mouse to drag it back to the tablet. This combined with the fact that it closes when switching tool is really disrupting. The only fix I could find was to close the program and reopen which is not ideal.Thirdly it would be nice to hide the brush cursor when picking a
What does this setting actually change?I changed this setting to OpenGL as a test; imported an OpenGL normal map - and it looks wrong.the OpenGL normal map in question So if this setting doesn’t change how normal maps are displayed in the viewport, what does it do? 🤔 (Edit: I imported the DirectX version of the same normal map and voilà ; it looks correct - even though the project setting is set to OpenGL...mysterious)
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