I've encountered a persistent bug in Substance Painter related to the Height channel at the seams of UV islands. When working with the Height channel, an annoying ridge becomes clearly visible between UV islands. This issue has been known for a long time, and many users have gotten used to it. However, can't this be fixed at the program level within Substance Painter so that it works correctly?
I understand that in real-time rendering, padding between UV islands isn't applied due to performance costs. Nevertheless, it would be beneficial if this function could be enabled on individual layers or through some other method. It's 2025, and it's surprising that this problem still hasn't been addressed.
I hope the development team can look into this issue and consider implementing a solution.