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The latest Substance 3D releases are out. Designer 16 expands procedural capabilities with an improved Shape Splatter node and new SDF tools. Sampler 6 focuses on faster, more consistent material creation, including new templates and better HP Z Captis capture integration. And with ZBrush 2026.2.0 and Painter 12.0.2, you can now transfer meshes between the two apps in a single click. OpenPBR support is also now live across Designer and Sampler, and in beta in Painter. Head over to our post on the Adobe blog for more info!
Why we have to deal with Designer ,IDs and functions and solve non-stop puzzles .Why It couldn’t work just like Blender where you pick things manually, link to special group and paint . Or like in 3dcoat where you shift click several brush dabs at once and scatter them randomly with random offset , rotation scale and whatever. All this simple ways have a key feature . you pick exactly what you currently need. Instant and easy. Doesn’t have to deal with atlas ranges or solve puzzles why something suddenly doesn’t work. Simple , direct and exact choice. Doesn’t have to save gazillion brush presets . Painter way is so exhausting. Maybe an option to select several files with suffixes like _col, _norm, _spec(with packed metall, roughness, AO and height in rgba ) in win explorer or whatever file manager and drop them to special brush list input. Atlas is so inconvenient when you need only specific things and easy quick add /delete option. Make Painter to build its ow
Run painter in cli with --help, --enable-remote-scripting is missing.Run with --help-all does nothing like what it claims to be doing.Documentation https://helpx.adobe.com/substance-3d-painter-python/api.html does not contain any mention of remote scripting.It is only found on https://experienceleague.adobe.com/en/docs/substance-3d-painter/using/scripting-and-development/scripts-and-plugins/remote-control-with-scriptingAnother bug, but that is related to this site. Editing the “Describe your bug” essentially creates a new one so anything users have written about a bug is deleted.
Many methods still need one to use javascript. Make js and Python 1:1 - so I don't have to write javascript, in python. See setProjectExportPreset/getProjectExportPreset In Python it seems impossible to set export preset settings without actually also exporting. Getting/Setting settings should be possible without side effects. Setting Output Template programattically, does not also update fileFormat field to match. ``` python import substance_painter.js as js js.evaluate(‘alg.mapexport.setProjectExportPreset(“MyPreset”)’) # MyPreset has fileFormat: tga js.evaluate(‘alg.mapexport.getProjectExportOptions()’) ``` Returns {'bitDepth': 8, 'dilation': 16, 'exportShaderParams': False, 'exportUSD': False, 'fileFormat': 'bmp', 'padding': 'Infinite'} If I do this through the UI, it will set the field to match the file format in the preset on the otherhand. No option to set File type to use same as template. “Based on output template” ```python >>> js.evaluate("alg.mapexport.getPr
I’m creating a new post about this topic because everywhere I see theres no solution. I can open the file, and I can export texture, but I’m not allowed to modify it since if I do anything it starts to load and never finish, ending up to be closed by ctrl alt del. I’ve seen in way too many posts, for some years ans this bug is still nowadays all strong. Whats the problem with this software? its a industry standard going with the same bug FOR YEARS. This is just ridiculous
(Sorry my bad English, still learning...)I'm having the problem that the loading bar is stuck at about 30-40% of the way when I try to open a project, I've left it open for about 2 plus hours and the loading bar dont move at allThings i tried: reinstalled Windows 10, cleaned my PC, updated all drivers...I really don't know what to do and I'm very frustrated because I can't work. PC:Ryzen 7 5800x3d32 GB RAMRTX 3080The program simply doesn't consume RAM, cpu or disk or other resources, it just makes my GPU go to 100% I have the most current drivers for my GPUMost current version of the programProject is less than 200MB in sizeAny tips or suggestions i could do?
I have a substance 2025 perpetual license but I can't find a download link to be able to install the software on a new PC? Is it possible to download previous version of the substance suite for older perpetual licences?
System:Mac Studio M2 Max, 32GB unified memory macOS (latest) Display: ASUS 4K monitor Substance 3D Painter (latest version)Issue: Substance 3D Painter crashes immediately when using non-standard/intermediate HiDPI resolutions such as 3360x1890 or 3200x1800. The crash affects the entire system (not just the application).What works:1440p (2560x1440) — stable Native 4K (3840x2160) — stableWhat crashes:Any intermediate HiDPI scaled resolution between 1440p and 4K (e.g. 3360x1890, 3200x1800)Steps to reproduce:Set display to a non-standard HiDPI resolution (e.g. 3360x1890) via macOS Display Settings Launch Substance 3D Painter Application crashes immediately or upon entering fullscreenExpected behavior: Application should handle all macOS system display scaling options without crashing.Additional notes: Issue appears to be related to the Metal renderer introduced in version 11.0. Viewport Scaling set to "None" in preferences does not resolve the issue.Black square is flickering for 1-3 sec a
Hello, I purchased Substance Painter 3D Steam Edition and installed it on Arch Linux (GNOME) and on the latest 64-bit version of Ubuntu LTS (GNOME). I am encountering an extremely annoying issue with the software’s color picker. The bug manifests differently depending on the distribution : For Arch Linux – GNOME : When I click directly on the color, the widget does not appear at all—the click seems to do nothing. When I use the eyedropper tool, the screen turns black until I select a color (which ends up being black since the screen is black). After that, the screen returns to normal. This makes the software practically unusable. For Ubuntu LTS (latest 64-bit version) – GNOME : When I click directly on the color, the widget appears correctly and works as expected. However, when I use the eyedropper tool, the same bug as on Arch occurs. Note : When I refer to the color and the eyedropper, I mean the main color picker as well as all the settings used to modify a material (textures, etc.
With fit projection option like in 3dmax? Is there any sbsar filter way? The only idea I have is using position image as UV but Painter bakes only low res position. Is there any Painter native way? Also can I make a simple filter that works on both grey and basecolor . Should I just put one more filter on basecolor that do power2.2 ? Can generic filter have grey input for everything and specific input output only for basecolor? or should I just do another planar projected UVs on a mesh ?
Can anyone tell me how to compile a .pyd file for SP?I need to encrypt the source code of the large-scale tool I developed.I can't find any relevant documentation.After I used MSVC 14.44.35207 to compile the .pyd file for SP 10.1.0, it caused SP to fail to start.
I want to programmatically set the Output Template before export. So that when someone goes to export it is already prefilled. I am making a tool that opens Painter and does project set up and initial baking. It shouldn’t export anything, however I want to set which export preset should be used. Is there a way to set Output Template from Python (or JavaScript)?
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
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