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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.
It would be great if we could have a getter/setter for the layer color tags.
Painter 12.1.1 adds a Hard surface option to the automatic unwrap settings. I'd like to use it when creating projects programmatically, but I can't find a way to reach it from the Python API (version 0.3.5).What I checked on a live 12.1.1 install:substance_painter.project.AutoUnwrapSettings still exposes the same 8 fields: recompute_seams, recompute_uv_islands, recompute_packing, margin_size, island_orientation, uv_tiles_settings, avoid_elongated_uv_islands, create_fewer_seams. AutoUnwrapUVIslandOrientation has exactly three members: RotateFreely, AlignWith3DMesh, KeepOriginal. The private _substance_painter.project.AutoUnwrapSettings has no extra field either, and _to_private_auto_unwarp_settings copies field by field, so nothing outside the public dataclass would reach project.create anyway. project_loading_options is empty, and the legacy alg.project JS API doesn't expose unwrap settings.Questions:Is the Hard surface mode reachable from a script in 12.1.1 by some route I've missed?
Feature Request: Local Cage Offset Painting for BakingI'd love to see a Paintable Cage Offset feature in Substance 3D Painter, similar to Paint Offset in other programs.Currently, we can only adjust cage distances globally or import a custom cage. In many production scenarios, only a few small areas require additional projection distance. Being able to paint the cage offset directly on the low-poly mesh would:Reduce baking artifacts on complex assets. Eliminate the need to create custom cage meshes for minor issues. Speed up the baking workflow significantly. Work perfectly alongside the existing Skew Painting system.Ideally, artists could:Paint positive and negative cage offsets. Preview the offset cage live in the viewport. Blur/smooth the painted values. Rebake automatically while painting (similar to Auto Rebake). Store the offset map per Texture Set.This would make Substance Painter's baking workflow much closer to others programs while keeping everything inside Painter
I have two issues with with my project, but I'm not sure if they're connected. When i import my model, I see an error in the log stating that part of the model has "faces in out of bounds UDIM indices [0, -1]". The part of the mesh with these problematic faces is named, but when I go back into Maya and check it, the faces on that mesh are not out of bounds at all. I'm trying to get ambient occulusion and curvature maps from substance painter to use in Mari, but when I do the bake with this same mesh, the result is completely messed up and I've never had this happen before, so I have no idea what's going on. Are the out-of-bounds faces causing this baking issue? Or is it something else? I've attached screenshots of the error message, the uv faces referenced, and the botched bake result:
When importing compatible ABC files into Substance Painter, mesh names for geometry masks come in with incorrect extra leading forward slashes. For example, with an ABC hierarchy of…foobarbaz...the mesh names come into Substance Painter like so:/foo/bar/baz While this could be considered just an inconvenience, it causes a practical issue. The same source exported as FBX does not result in this same extra leading forward slash; and so if a project is set up to use mesh names for geometry masks and the model is updated between ABC and FBX, then the geometry masks will not be preserved after the model update.This can be worked-around by restricting a file to only use the model format it started with; but this seems to be a limiting restriction.
The Substance 3D team has put together a comprehensive introduction to OpenPBR aimed at 3D artists of all levels, across any discipline. This is a software-agnostic guide, covering the underlying model, how its layers and parameters work, practical material creation guidance, and an FAQ addressing common questions and pain points.It covers everything from the basics (what OpenPBR is, how dielectric and metallic materials differ) through to more advanced topics like transmission, subsurface scattering, thin-film, and more, as well as a section on how to avoid some of the most common mistakes.You can find the documentation right here!
I try to set few Display parameters :Environment Opacity Environment Exposure (EV) Environment Blur Environment Rotation Environment AlignmentI want to do that in Python by can not find a way to do that.Thanks in advance!
I’m coming to here a little pissed off after losing FOUR HOURS of work because apparently for the last hours of texturing, I hadn’t noticed the small red text (usually covered by my taskbar) that was letting me know that I was NOT saving my file. So, eventually, when substance painter inevitably crashed like it always does, I lost SO MUCH PROGRESS. PLEASE for the LOVE OF GOD, make it so whenever the program is unable to save, it appears as a POPUP, so people like me who usually don't check the error messages will be able to fix the issue before it overwrites progress. Yes, you can argue that I should always be checking the error messages, but I would argue for an issue as big as the FILE NOT SAVING, that it deserves an error popup window. Thank you.
ID Mask viewed in PhotopeaID Mask Viewed in Substance Painter Result of using a mask with that wrapping ID mask in Photopea to show where the green is wrapping fromResult of using the ID mask, showing a second material causing a seamExtra example in substance to show the wrapping despite ID mask being clean when viewed in Photopea. (There will be black wrapping onto the red section too)Simple reproduction:Use an edge-to-edge 0–1 UV island. Bake contrasting ID colours at opposite edges. Export the ID map. The exported image is pixel-perfect and contains no bleeding. Inside Painter, use Color Selection. The colour from the opposite edge bleeds into the generated mask.Re-importing the exported ID map as a regular texture and viewing it inside Painter displays the same wrapping/filtering at the edges.Maybe I am missing a setting or using this incorrectly, but the behaviour seems odd. I spent several hours trying different bake, padding and viewport settings before eventually exporting the
12.1.1 build 5594,The emission channel is ineffective in OpenPBR material mode, whereas it works when switching back to the previous material.
Hi. im trying to bake normal maps from my work and got some error log.In the project the mesh has 3 texture set lists. 2 of them use only one tile. but the other one has UDIM with 2 tiles.Mesh maps of all of them have been done sucessfully, i also checked Log '[StacksExporter] Map export ended' text to make sure. And during work, i didn't meet any problem. But when i tried to export final normal maps today, two mesh texture sets with no UDIM got it success, but the mesh texture with UDIM keeps failed and in the log i can only see two lines that is[MapExporter] Nothing could have been exported on the Cup stack:[MapExporter] The channel Normal is not available in the Cup stack.(Cup is a name of the texture set.) i did some tests. With the same mesh texture set, i tried changing output directory and file type and nothing worked. And did exporting other maps like rough or diffuse, or height with exr format and they all ok with exporting. of course the border of UV tiles has
## 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
I brought my materials into Blender from Substance 3D Painter and everything lines up pretty nicely, besides this one part under the keypad. I did a high-low baking. I know the imprint is thanks to baking through to the blue part, but in Substance Painter, this is hidden by the keypad so it’s not a big deal. Even though the UVs and the models are identical, for whatever reason the textures don’t line up the same. Re-exporting the mesh from Blender and re-importing the mesh into Substance has no effect within substance and it still looks normal.I’m not sure if this is related but the corners of the objects also don’t smoothly connect like they do in substance painter either. I don’t know if I’m missing a setting or if there was a problem with the export.Material view in Substance 3D PainterMaterial view in Blender
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