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I'm waiting to purchase the Substance Painter Steam version of 2025. It'll be the end of January and still nowhere to be found. I don't want to buy the 2024 version which will no longer be updated. Will there be any discount for the 2025 version if there will be only 11 months or less of support instead of a year or will the update period cover 12 months from the release date?
Anyone know why this is happening, for some reason some uv island in a single mesh isnt getting mask when i try to mask the whole object but when i try masking comletely unrelated object that part is getting masked. i checked the uv, it isnt overlapping or anything and there is proper padding too. watch the video to clearly understand the issue
Hello,I purchased Substance 3D Painter 2026 on Steam on August 27, 2026, and I am using version 12.1.3 on Windows.During actual production work, I have experienced frequent random crashes, errors, and unstable behavior. I tried restarting the application, changing settings, and repeating work after crashes, but the instability has made it difficult to use reliably for professional production.I found Adobe’s official announcement published on August 28 regarding random crashes in Substance 3D Painter 12.1.3 on Windows:https://community.adobe.com/announcements-57/12-1-3-random-crashes-1639216Could you please confirm whether the random crashes I am experiencing may be related to this known issue in version 12.1.3?I purchased the software specifically for professional production work, but because of the frequent instability, I am currently unable to use it reliably.I submitted a refund request to Steam, but it was declined because my usage time exceeded the standard two-hour refund limit.
Hi, Is there a way to prevent a PassThrough filter/Layer above from reading through a specific folder?For example, a folder blend mode that would act as a boundary and prevent filters above it from detecting the layers insidethat folder?Is this possible in Substance 3D Painter?
Hi,I’m getting strange black/white noise or dots in the Substance 3D Painter viewport, as shown in the screenshot. The same project looks normal on another computer.Could this be related to the GPU, driver, or viewport settings? What should I check or compare between the two computers?Painter version: Substance 3D Painter, version 12.1.3Build 5709GPU: AMD Radeon RX 5700 XTOS: Windows 11 Version 25H2
Although I heard that ID map isn't strictly necessary, I still baked it with submesh as a color source. Also all meshes were knife cut and separated in blender either way. But when I click on for example an engine part, for some reason it also selects a part of the wing. In another example I click only on the right elevator and it selects almost the entire mesh. What am I doing wrong?
Hi thereAs you can see in image below, my curvature mask is being display with horizontal and diagonal direction, why? I want to add a darker shapes only on areas where the normals are pointing down ( is a palm tree ) ( i am a noob just starting with Painter ) Help Thanks
Hola. Intentaré ser breve :)Equipo con 32GB de RAM y NVIDIA RTX 4070 con 16GB.He modelado en 3D MAX 2026 exportado como FBX2020.He abierto el modelo en Blender para esculpir las texturas y exportado como FBX.He abierto el modelo en Substance 3D Painter para exportar los Heightmaps y aquí es donde tengo el problema, me pasa lo siguiente:Substance genera la carpeta temporal correcta pero en un momento dado la borra, incluso con el contenido que ya hubiera podido crear en ella y me devuelve este error:"[Library] Error al exportar el recurso 'height OgreTeeth': Error al guardar."Después de muchas pruebas usando tanto Exportar texturas como Exportar recurso y habiendo borrado los directorios de cache:C:\usuarios\MiUsuario\AppData\Local\Tmp y C:\Users\manel\AppData\Local\Adobe\CacheMe sigue dando los siguientes errores:can't be generated" para las 4 UDIMs (Height, Height_1, Height_2 y Height_3).El orneado lo hace bien, el problema está cuando hago el export de los Heightmaps¿Alguna sugerenci
I’m painting manually base colour and normal material for my model. After a while i turn the model to check the other side and I’m met with this huge black spot. I go through single channels, it is only shown in normal channel and normal+height+mesh channels. I tried to delete it by using eraser with normal material only turned on, nothing happend, it only deleted the actuall normal materials under it. I cant paint over it or do anything to it. One bad thing that I did is that I painted base colour and normals in one layer. So I can’t really delete just one layer that could have had the normals painter in it.
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?
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?
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:
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!
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
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
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
This is a simple question, not sure if its been implemented in this manner as its been a while since I have used painter. But, what i wanted to know was, similar to marmoset toolbag has a bevel shader, will or does painter have the ability to “bake” in a beveled edge as if replicating a high poly bake from a higher poly model along edges. thoughts? I understand it has a bevel filter, but I don’t recall it doing anything in that capacity.
Hello, I’m trying to use a grunge map as the base color of my material, then run it through a gradient map to color it. I wanted to use an anchor point before the gradient, to create a roughness map that matches the grunge I’m using as my base color. This works, but the the anchor point roughness map comes out much darker than the base color grunge that it is derived from. What is the reason for this? Shouldn’t the anchor point just directly copy the greyscale map? I made sure that the anchor point is BEFORE my gradient and AFTER my levels. Base color from grunge mapRoughness from grunge map anchor pointThanks for your help, On a side note, is this the best method to do this? I can’t find much about working like this online.
Hello! I can’t find dynamic stroke menu in my brush settings. As an example I selected Dirt 1 brush. I remember it was present in the Alpha section of the brush settings. I am using Substance Painter 12.1.0
Hi, I was wondering, is it possible to mirror a layer after it's been painted? I have accidentally painted several layers on one side of my model without mirroring turned on, and now wish to flip those strokes over to the other side also. Is there any way to do this? I've tried adding a Mirror Filter to each layer, but it doesn't work and acts strangely, almost as if it's expecting my UVs to be perfectly symmetrical as well, which they're not, as the model was packed arbitrarily; i.e the UVs are the same on both sides, but not laid out symmetrically. Appreciate any thoughts on this. Thanks,Seán
I have finally saved up enough money to purchase a perpetual license for Adobe Substance Painter but because we are halfway through the year i want to wait for 2027 to buy it to get more updates out of my purchase. Will 2027 follow the same model? Thanks
Hello everyone, I looked online and seem not to find a answer to my question. Is it possible to make a displacement/Height map from your normal map on SP? Heres a example; you purchase a premade high rez basemesh that includes texture and normals but would like to use the high frequency details from the normals in zbrush but zbrush does not use normals maps. So now you need to convert the normals map into Height/displacement maps and how would you go about doing so in SP? I hope to hear from your soon and thank you in advance.
How come the Curvature generator, using a seamless curvature map (out of Marmoset), creates visible UV Seams with no way of fixing this?
I want to use the Zbrush to Painter bridge plugin but the Substance 3D painter plugin folder is blank. I have updated all apps and maxon on my end but the folder is still always blank and the Zbrush send to painter button just opens Painter and does nothing. What do I need to do to get the bridge plugin working from Zbrush to Substance painter?
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