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When I set the Balance and Contrast value to 1 for any grayscale mask, a slight gradient forms at the edges of the mask, creating gray pixels on the metallic map. How can I avoid this?For example, for optimization purposes in some projects, the Metallic map should be made two-toned—either pure white (RGB 255,255,255) or pure black (RGB 0,0,0)—and no gray shades are allowed on the metallic texture.Regarding the example in the screenshot ^These are 9 rectangular polygons. in the UV map, they all overlap into a single one. I couldn't find anything in the Substance Painter settings, and various Google searches didn't turn up any answers.Are there any scripts or plugins that can remove this gradient?
Hello,I own a Steam perpetual license for Substance 3D Painter.I am employed by a company and I would be the only user of the software.I would like to use Substance 3D Painter on a company PC to create commercial assets for my employer.The license would not be shared with any other employee or user.Would this be permitted under the current Steam perpetual license terms?Thank you.
I’ve never used it before so perhaps I’m using it wrong, but when I put the Dripping Rust Generator ( not filter ) on a mask, changing the Drips intensity just gives these thin horizontal lines. Not drips. Can anyone confirm this?I’ve updated drivers, updated Painter, updated all outdated resources in the file.. Thanks.
8K export re-evaluates live generator-driven height incorrectly, contaminating exported normal maps. 4K export is clean, painted height is clean, and rasterizing the generator at 4K before exporting 8K produces clean normal maps. See attached PDF for more details.Images:Rendered normal map from live generator exported at 8KRendered normal map from generator rasterized at 4K and exported at 8K Normal map from live generator exported at 8K (with UV island overlay)Normal map from generator rasterized at 4K and exported at 8K (with UV island overlay)
I would like to be able to copy a path between the layer stack and the mask stack.At the moment, I can only copy and paste paths within the same type of stack, either layer to layer or mask to mask.But, for example, I use the ribbon path to create a lace border with base color, height, normal maps etc., now I have to paint off it’s edges in the mask stack if I want to merge it with the rest of my textures (it would be quite difficult if not impossible to create a perfectly matchingpath in the mask stack), if I could copy the same path into the mask I’d be done in a sec.Well, in many cases it can actually be easy to match path, but I mostly work with clothing and where there are folds involved it because very, very hard. The same is true when creating path effects of any kind (for example for edges effectgs): some are needed in a painting layer, others in a mask layer, but at the moment the path has to be redrawn for each stack.Being able to copy and paste paths between layer and mask s
Use AMD Driver 26.6.1 on a 9070XTHave GPU raytracing enabledCreate new project with a low poly meshHead to the Bake Section and select the high poly meshSet output size to 4096 or higher (though even 1024 seems affected)Hit Bake Selected TexturesThen the application will go through each map without baking anything, proceeding to an AMD popup stating Driver Timeout.I have uninstalled and reinstalled Painter, removing preferences. Changed Registrys as recommended to 60 seconds, as well as tried tuning my GPU to have the lowest Max Frequency it can. All these don’t fix the issue.The only thing that fixes it is disabling GPU Raytracing, which defeats the point considering Painter V11.1 added Vulkan which should allow AMD cards to use raytracing to speed up baking. Without it something that would take 5 minutes takes roughly an hour for 7 mesh maps.
Tested this on a dummy file and i'm getting the same issues, images attached below. So I just built a new PC and started working in substance again only to realize some of my bakes are completely broken. AO in particular has these weird artifacts appearing all over the model. The model and UVs are fine and my GPU drivers are updated to latest. At my wits end trying to fix this. PC spec is 7600x3d and 7900xtx with 32 gigs of ram. Windows 11. I'm using Substance Painter 2022 Steam Edition.
I would like to have fast way to find necessary parameters and no scrolling over a whole tab.
I’m using Substance 3D painter (Steam Edition) that i bought just 2 days ago.My baked ID texture is based on mesh’s vertex color. As you can see, the baked ID texture have the correct color like what in the 3D modeller software (Blender, 2nd image). But unfortunately, what appears in substance 3d painter viewport is the model having the incorrect color, it’s like having some sort of weird gradient, what worse is this weird color also affect the final material mode. I’m unable to pick color in masking as it’s always show the different color.5 Months ago, i’m using Substance 3D painter (Steam Edition) using subscription, i’m not facing any trouble. I’m only facing this issue just 2 days ago when i bought it, this issue also appears when i open my older substance 3D project, using this recent Substance 3D Painter.
And before you say it, I have checked my Spam multiple times. I've checked the forums to see that this is an ongoing issue, where once you enter your email for the Student License it just never actually is sent. I'm sending this out in the hopes someone from support can look into this issue for me. I've tried with another email and I get the exact same issue.
Nick Hornby is a London-based sculptor whose works are conceived entirely in digital space before being realized as monumental physical sculptures in bronze, steel, and marble. In this piece for the Adobe blog, he discusses the creative process behind his Zygotes and Confessions series — including how he uses Adobe Substance 3D to test materials and surfaces, and how the boundary between digital model and finished artwork becomes increasingly blurred.
Adobe and Maxon are rolling out a seamless “Send to” workflow in the new release of ZBrush allowing you to send your meshes from ZBrush over to Substance 3D Painter more smoothly than ever before. This partnership between two of the key industry-standard tools used across games, VFX, animation, manufacturing, and product design is all about reducing friction in your creative workflow, freeing you up to focus on the more creative elements of your project that really matter. Sculpt in ZBrush. Send your work directly to Substance 3D Painter in one click. And dive straight into texturing without breaking your flow. It’s really that simple. Try it out! You’ll need ZBrush 2026.2.0 (the Maxon One April 2026 update) and Substance 3D Painter 12.0.2. And for more info, Maxon have just posted a livestream demo of Master ZBrush Trainer Ian Robinson and all-around 3D Ninja Wes McDermott showing how the process works. You can watch that above, or click through to see it in YouTube right here.
Currently only regular layers support the very useful Drop shadow filter.I would like Drop shadow to work with Fill layers too because Fill layers are a much more flexible and non-destructive workflow
Hello Adobe Substance 3D Team,I would like to request a highly useful quality-of-life feature for the texture export pipeline in Substance 3D Painter.The Feature Idea:Please add a new official naming token (keyword) for the Output Templates, such as $textureSetSize or $textureSize. This token should dynamically output the texture resolution width chosen in the export window (e.g., 2048, 4096, etc.).Why this is needed (Use Case):When exporting complex assets with multiple texture sets, we often need to organize files hierarchically by resolution into subfolders. For example, a project folder structure might require something like this:$textureSet/$textureSize/$textureSet.basecolor(.$udim)This should automatically generate a clean, isolated directory structure on the hard drive, like:.../pants/2048/pants_basecolor_2048.exr .../helmet/4096/helmet_basecolor_4096.exr Current workaround and limitations:Right now, the application completely lacks any global built-in variable to get the textur
Should i mark Sharp edges on my low poly(Shade auto-smooth) or shade smooth for high poly to low poly baking?I did an experiment of baking into the low poly once with sharp edges and another without.1st image is with sharp edges marked.2nd image is without any sharp edges marked and shaded smooth.*No custom normals.**High poly(subd) ofc is fully shaded smooth.***Working in Blender.
Many things done in a Python plugin can cause a C++ crash on exit. Fixing the crash is VERY difficult, as it happens once Python is finished so it can’t be caught by a Python Debugger or log message. The crash dialog on exit gives no hints as to what caused the crash, and the painter log doesn’t either. We need a way to know what from our scripting is crashing C++ on exit. This often occurs with events, connections, and UI elements. The only way to figure out what is causing the crash is bisecting your scripts line by line which is incredibly time consuming.
video not generating after subscription purchased
When I open substance painter, it doesn’t matter what I do, after around 3 minutes, it will just close. It does not crash, as if I’m in a project, it will ask to save before closing. It was working perfectly fine a couple of hours ago. Please help me with this! I really doubt its GPU related as the program is not crashing, it literally just closes. I can just be on the home screen and it will still close.
Substance Painter 2026 cannot perfectly mirror brush strokes.When performing UV mirroring, asymmetry occurs. I tried using the mirror function within the filter, which works perfectly. However, the object contains a small portion that is asymmetrical, so I wasn't initially considering using the filter mirroring.
Can’t change light source direction (shift+right click) or slide any of the control sliders. Makes the painter process extremely painful.
Hello. Many professional users need to be able to have 32k resolution in Painter like Marie. At least to output textures higher than 8k in Painter and render in rendering engines like Arnold.. Are there any plans for Painter to have this big update in the future?
Hi, I cannot really know why I do not have materials showed in the right side of the bar, I have tried multiple times for finding solutions but no much usable information found.
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Hi everyone,I’m having trouble launching Substance 3D Painter 2025 (Steam version). When I try to start it, the splash screen shows up, but the main window never opens. It just stops there.Other Adobe products such as Substance 3D Designer 2025 work fine on the same machine.System info:OS: Windows 11 (22H2 / build 26100)GPU: NVIDIA RTX (Studio Driver, latest version)RAM: xx GBThings I have already tried:Reinstalled Microsoft Visual C++ 2015–2022 Redistributable (latest version already present)Reinstalled DirectX runtimeUpdated NVIDIA GPU driver (latest Studio Driver)Deleted AppData cache (Local / Roaming)Verified game files in Steam (no issues found)Confirmed “OpenCL / OpenGL / Vulkan Compatibility Pack” is not installedNo logs are generated under Documents\Adobe\Adobe Substance 3D Painter\logsSymptom:Only Substance Painter 2025 is affected — Designer 2025 launches finePainter shows the splash screen but never proceeds, no error messagesHas anyone else run into this issue? Are there an
System Info:OS: Windows 11 25H2 (Build 26200.8246) GPU: NVIDIA GeForce RTX 4070 Ti SUPER GPU Driver: Studio driver (clean install via DDU) CPU: Has integrated AMD Radeon graphics (disabled in BIOS) Norton Antivirus: Fully uninstalledError from Windows Event Viewer (consistent across every launch attempt):Faulting application: Adobe Substance 3D Painter.exe version 12.0.2.0 Faulting module: ucrtbase.dll version 10.0.26100.8246 Exception code: 0xc0000409 Fault offset: 0x00000000000a4aee No log file is generated in AppData — application crashes before any log is writtenEverything tried:Installed VC_redist.x64 and ran Repair Updated GPU drivers multiple times including December 2025 Studio driver Clean GPU driver install using DDU (Display Driver Uninstaller) in normal mode Disabled integrated AMD GPU in BIOS, running on NVIDIA only Forced NVIDIA GPU for Substance Painter via Windows Graphics Settings Ran SFC /scannow — no issues found Ran DISM /Online /Cleanup-Image /RestoreHealth — no i
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