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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)
Like you can see here, I did paint only once on one UV-shell, and it painted another as well. Their UVs not touching each other. I can assume it happens becaurce they're one model. But I thought that's why we use UVs, to make one tecture file with different materials inside
I'm getting bad bakes for the lock, latches, and side handles. (Wood pieces too, but I'm not super really concerned about it since they don't seem to show any visual artifacts) My UVs probably aren't the best, but as far as I can tell, nothing is overlapping or sitting out of place. I tried repositioning the lock physically and on the UV map, making sure nothing was intersecting with it, and still it came out the same way. I can't seem to find why my UVs are turning out like this. Maybe there's some general things I want to avoid when organizing things that I don't know of. Not super experienced in the field.Also, the mesh bakes the same way if the pieces are joined or separated.
I can see there's options for HDR color spaces at verious display capabilities but substance itself doesn't seem to display in HDR? Am i doing something wrong? This is on Windows 11
Currently am trying to download the Substance 3D painter but upon installing I noticed the waiting time is taking too long to do. I did try to install and wait around 2 days now with the screen still loading. Is there any way I can fix this? I dont think it’s due to wifi connection since installing other Adobe programs seems to work fine.
Hi! I have a problem.My Autosave plugin settings are not saved.I am trying to configure this plugin, but after I close Substance Painter and open it again, all the settings of the Autosave plugin are reset to the default ones.What could be the problem?Windows 11 operating System.
I made a sbsar from smooth curvature node in Designer + a few extra stuff . It needs combined normal map . So far the only way is to bake an export and reuse it. The same old way I used long ago. Is there a trick to do it in the stack with anchors?
I just cant bake my geonodes I want to use this vortex for my game but I cant export it with textures.
A beta version of Substance 3D Painter 2026 is now available. This release features Skew Baking, Auto-Rebaking, OpenPBR compatibility, and introduces a new Hard-Surface mode for Auto Unwrap.New FeaturesSkew Baking: Paint skew correction maps in baking mode, using familiar tools as well as new helper functions like “Edge Protection”. Auto-Rebaking: toggle auto rebake for a baked map to instantly rebake that map as soon as any baking setting changes. Useful when painting skew maps. OpenPBR: support for the OpenPBR material standard. Includes new channels and shader. Hard-Surface Auto Unwrap: a new mode for auto-unwrap that works much better for non-organic, hard surface objects, with the additional bonus of calculating much faster than the default method.Why we made this betaWe’re releasing this beta to gather feedback on a first version of our new features. While all features are working, some may feel unfinished since it’s still early. By participating, you can help shape how these fea
I am baking my curvature map on 8k resalution yet my edges still look really bad
Hello,My student license for Adobe Substance 3D was approved 4 days ago, but it still hasn’t been applied to my Adobe account. I received the approval email I am logged into the correct account The plan does not appear under "Plans" I already contacted Adobe support, but the issue is still unresolved Could someone check if my license is properly provisioned to my account?Thanks in advance.
Today we’re announcing the release of Desirable Patina, the rust-themed Signature Collection by Loic Anquetil, available now on Substance 3D Assets. Loic is a Senior 3D Artist/Material Artist working at Ubisoft, who has previously worked on titles including Ghost Recon Breakpoint and Prince of Persia: The Lost Crown. In our interview with Loic on the creation of the collection, Loic discusses how he studied rust references, built procedural noises, and translated corrosion patterns into Substance 3D Designer materials, as well as sharing some thoughts about how to use Substance 3D Designer like a creative toolbox. Take a look! You can find the article right here, and the Desirable Patina Signature Collection is right here!
I would like to be able to just hit a key to toggle my brush to material picker quickly, as when painting Normals and AO it is tedious to keep switching between the picker and the brush from the toolbar, especially on these gradient sensitive maps. This feature would improve workflow incredibly when adjusting these items. Photoshop, Illustrator etc all do this very quickly, but I was surprised that Substance does not.
I am making a project for a helibase to be used within msfs2020/2024. The model is painted in SubstancePainter and I am using different layers. I start by baking the model (a building) using document resolution and output size to 4k. I am baking the world space normal, AO, curvature, position, thickness and bent normals. I am not including the opacity, height, ID and normal in the baking process. After baking is complete I paint my texture sets, and I adjust the texture set size to a maximum of 2k, but also down to 125x125, depending on it’s visibility on the building. I use multiple layers on faces such as walls and roof. When the model is finished I export it as a .gltf file for final adjustments within Blender. My issue is that when the project is complete and built within msfs2020 development mode, the texture files are very large in size and I need to reduce them.Is there something with my workflow above that I could do differently to reduce the texture size even more? Is there s
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