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Substance Painter 12.0.1 I have this issue where after baking all the maps look fine except world space normal (see first screenshot). The mesh is triangulated in Blender before export. And I have re-imported the FBX to blender to triple check this. Must be some baking bug in painter? Not having a correct world space normal is really messing up all the smart materials, not sure how to fix it. World Space Normals in Painter Blender MatCapAttached my exported FBX if you want to test it.
In my project, adding layer masks, applying filter effects and adjusting the color levels are very frequent actions. Could we add custom shortcuts only within the layers?If it's customizable, please let me know. Thank you.
Current builds of Substance Painter 3D on Windows do not support handling paths longer than 260 characters (Windows MAX_PATH limit). Starting with Windows 10, version 1607, MAX_PATH limitation can be lifted. However, this is an opt-in behaviour applications must explicitly subscribe to. https://learn.microsoft.com/en-us/windows/win32/fileio/maximum-file-path-limitation?tabs=registry#enable-long-paths-in-windows-10-version-1607-and-later Could future builds of Substance Painter 3D implement this new Windows feature, thus removing the limit on paths length? Thank you ⭐
Hi guys, I'm having an error when baking any model in the software. It creates artifacts on the AO map that are the same in all models. I tried to find a solution for this, but I was unsuccessful. Could somebody help me?
Hello yall,So I recently began a 3D model journey in which I would texture using photoshop. I decided to pay for Substance Painter on Steam to use a better program. [according to other creators]. However I have recently run into a issue.Any time I try to export a texture file the program will crash. Sometimes I can export a texture or two before it decides to crash. I am exporting what I consider a basic texture, 2D View png 8 bits 2048 and Dilation + transparent, I tried to make it 1024 and still crashes.My computer is not buns at least I don't think so, my specs are a Ryzen 9 5900x amd gpu 7900xtx and 64 gb of ram. I have 3tb of free space on the drive where substance is installed. If anyone knows a fix or a way to trouble shoot please let me know. It has stopped my work flow. 😓I watch my PC usage and nothing seems to spike while exporting. This just started recently and I even rolled back but nothing changes if anything it got worse
I have a problem where I put my texture into roblox studio so it can add it into my mesh but for some reason it gives me errors. Does anyone know how to fix it? plz help
I recently purchased the newly released Substance Painter 2026 on Steam. As the latest version, I expected it to support available downloadable resources.However, I noticed that a free resource pack (materials/assets) on Steam requires Substance Painter 2025 to be installed in order to use it.This raises a couple of questions:Is there a specific reason why this pack is not compatible with the 2026 version?Are there any plans to update it for 2026 or release an equivalent pack for the new version?It seems counterintuitive that the latest version cannot access content available to a previous one, so I’d appreciate any clarification on whether this is intentional or just not updated yet.
Since the last update, everytime i export a model directly to subtance stager to take photos, the model doesnt export the roughness channel, you can see in the first photo how the model dont have any roughnes map, looks like plasticine, the second one has the same materials and the rouighness look way different, works perfectle and was exported with older version, this ruin all my workflow since the update, someone else has the same problem??
The 3D mesh file is in obj format. After drawing with a pen or brush, when sending it to Stager for display, it shows that the model cannot be imported. However, if you go to the project configuration, change the import settings, remove the retention of the brush positions on the mesh, and re-import the mesh, it can be imported normally again. The cost is that it will change the position of my pen path. Is this a bug?
Spoiler: Curve Shape slider does nothing related to sharpening a curve marked red on a screenshot.
Would like to see the ability to adjust the UI scale while in app. Substance painter UI scale in app. I don't even use a 4K monitor and the text is so small. This capability should be in all of Adobe apps. I stopped using Subtance Painter for over a year because the UI is just too small even after scaling up windows. I never had a problem with the UI of any Substance apps (Painter, and Designer) before Adobe aquired Substance. Thank you!
Right click white circle appear on the top with wacom tablet.Why? It is 2024. But this bug is existing last 20 years. And still here!In photoshop, Illustrator. Now in the Substance Painter.You need this everytime. Right click + alt - navigation. Right click + ctrl - change brush radius.And everytime you have this huge white circle with right mouse click.How to get rid of this?
We have multiple in-house tools that utilize the python API and automate portions of the texturing or setup process. Being able to import splines generated from Maya into Painter to be used for path/ribbon tools would allow for a lot of powerful additions to our toolset. A simple example would be generating a spline from the intersection of metal pieces in Maya and then bringing it into Painter for automatic weld seams with the ribbon tool.
I’ve been learning and using substance painter for portfolio work for the last 3 years now. I’ve now gotten to the point where I can potentially sell my assets (mesh+textures) to clients. Currently I have a student license which does not allow me to sell my assets commercially. I must upgrade to a commercial license to do so. Now my question is - Will re-exporting my textures from my existing projects (that were made with a student license) in substance painter with my new commercial license allow me to sell those textures commercially or do I need to alter them to make them legal?
The Python API has always had the ability to load and save files, but no way to read write or use the Recent files. Unless it is undocumented or somewhere else besides the substance_painter.project module. For now, someone needs to create their own UI or Recent File list if a pipeline tool is created for saving projects. Pythin API Function Request:- Ability to read the list of Recent Files.- Ability to add to or edit the list of Recent Files.- Saving or Loading either adds to the Recent Files, or that the open/save/save_as functions offer a save to recents flag/option.This would make wrangling projects so much easier.Thanks again for the fantastic integration
Hey there, one and all! We’re psyched to announce the release of Substance 3D Painter 12.0. This update introduces several new features designed to improve projection workflows, streamline project setup, and give artists more control when refining the final look of their assets. Some highlights include Warp to Geometry, a new projection tool developed with Adobe Research that helps project details cleanly onto complex surfaces, and a new post-processing stack that allows you to refine renders directly inside Painter. The update also brings improvements to the New Project window, automatic UV generation for hard-surface assets, and more. Take a look at the full announcement in our post on the Adobe blog, which you can find at the link below. You can also find news about updates to Substance 3D Designer and new content in the Substance 3D Assets library. We hope you enjoy the update! Keep creating awesome stuff!
Hello guys 🙂 I’m hitting this error in my Substance Painter Python exporter: ValueError: For exportList item #0, the preset "resource://starter_assets/glTF PBR Metal Roughness" is undefined I am using Everything (voidtools) to try and locate it, but I can’t find that preset on disk anywhere, I am assuming it is embedded. Do you guys know where it's coming from? Any other preset from the starter-assets folder work fine. How can I access the glTF ones? Any help would be appreciated, thanks 🙂
Hi there! I have faced an issue with locating glTF PBR Metal Roughness export preset. I want to write plugin using it so it would be helpful to know the ResourceID of this preset. Any piece of advice will be helpful. Thanks!
When iterating textures, it becomes time-consuming to repeatedly export each texture set into its own directory. Currently, exports are limited to a single output directory per export, which means I need to re-export each texture set separately into its respective folder. This becomes a time sink for any project with multiple texture sets.It would significantly improve workflow efficiency if we could create multiple “General Export Parameters” templates, each with: its own output directory an assigned texture set After setting these up once, re-exporting could be done with a single click while automatically routing each texture set to its correct folder.This would streamline iteration-heavy pipelines where textures are frequently re-exported.If there are technical or compatibility reasons this hasn’t been implemented, I’d also appreciate insight or recommended alternatives.Thanks!
In Substance 3D Painter, when painting on the mask of a fill layer, the brush always displays "No Material". This happens with all brushes, and restarting the software doesn’t fix it. What’s the problem? This didn’t occur in older versions; it only started happening after I updated to the latest version 11.1.2.
Substance Painter 11.1.3 consistently Generates Thumbnails will scroll through assets, whether its materials, smart materials, alphas, etc. I have set the icon memory budget to 2000MB. I also used Environment Variables, SUBSTANCE_PAINTER_PREVIEWS_MEMORY_BUDGET, set to 24000. When scrolling through assets Substance Painter slows down significantly, where adding a material or smart material takes an extrememly long time to apply or load.5950x RTX 3090128 GB RAM All nvme SSDs
Heya! It’s just about time for the Game Developers Conference – aka GDC, one of the biggest annual events for the gaming industry across the globe! The event will take place at the Moscone Center in San Francisco from March 9-13; the Substance 3D team will be on hand for the occasion, with some outstanding presentations, portfolio reviews, and the legendary Substance Days After Party. Details: Monday, March 9 — Substance Days @ Moscone Center We’re hosting a Substance 3D Keynote presentation showcasing the latest Substance product updates, as well as sessions with some of the artists behind recent hit games Clair Obscur: Expedition 33, Doom: The Dark Ages, Indiana Jones and the Great Circle, and South of Midnight. Monday, March 9 — Substance Days After Party This is a great way for artists, the Substance 3D team, and anybody with any interest at all in 3D to meet one another, share experiences, and have a great time. Come along, say hi, and let us know what’s on your mind. Attendance i
Hi everyone!I created a simple, slightly conical circular band model in Blender (image 1). After UV unwrapping (image 2), I then exported the high- and low-poly models in FBX format.In Substance Painter, after baking, I get noticeable jagged edges on the model (image 3).For baking, I set the antialiasing to Supersampling 16x, and the output size on 4096x4096.After baking, there are jagged edges (image 3).Why does this happen and how can I fix them?Thanks so much!123
Accidentally overwrote my SPProject and my autosave won't open giving "Failed to Open Project", I have v 11.1.3 but the original project and it's autosave were created in a previous version in end of January. Need help opening this autosaved file since it’s a work file, it weights 3.21 GB so I'm sure it's not an empty scene because that’s pretty much the same weight the original project file had, just cannot get to open it, can anyone help with it?https://we.tl/t-kklfzFDR77 wetransfer stays up for 3 days but I can update it after it expires if needed.Really need to open this file!😫
Hello. recantly I bought mobile device with new Ryzen AI MAX 395+ including 8060s iGPU. Unfortunately I encountered problem with GPU accelerated baking, CPU only baking is working perfectly fine. When I click bake, programs starts to proceed with baking although no progress is being shown. After a while baking finishes, but nothing changes in terms of viewport ouput and when I try to interact with it nothing changes ,viewport become static. I can freely interact with UI though like nothing ever happened. When I check the log file it says that baking has actually has been completed but few lines above there is fatal error saying:[ ERR] <Qt> "[DBG ERROR][Main]" "[SALpp] [Level:FATAL] [Component:DeviceLost] GPU Device lost: driver crash or TDR"I tried to increase Tdr value to as high as 180s for both keys, I also was testing it with different VRAM allocation values, up to 48gb (16/32/48gb, 48gb being max as my total system memory is 64gb of ram). That haven’t resolved the problem th
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