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0

Weird white lines on UV island’s edges in Substance Painter

New Here ,
Mar 14, 2025 Mar 14, 2025

Hi! There is a problem in Substance Painter. I am exporting a model from Blender to Substance Painter, and white lines appear on the borders of the UV islands when sharpen is turned on. The same problem with bevel. I checked the curve map, it baked correctly.

Toha_Popov9245_0-1741964537763.jpegexpand imageToha_Popov9245_1-1741964551164.jpegexpand image

I’ve been experimenting with different padding sizes – I was previously using 0.002 (which is what I always used when texturing in Blender), but have also tried going up to 0.01. Unfortunately, none of those changes seemed to make any difference in how these artifacts look.
I have a hunch why this might be happening. Typically, sharpness filters in different software look at neighboring pixels to determine the color of a specific pixel. Since there are no pixels outside of the UV islands, the sharpness filter seems to be using a pre-defined color – which is clearly not matching the texture’s actual color. I think expanding the texture beyond the UV islands could help with this, but I’m not sure if Substance Painter has that function; at least, I haven’t seen it mentioned anywhere.

 

TOPICS
Baking , UV Tiles
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Adobe Employee ,
Mar 17, 2025 Mar 17, 2025
LATEST

Hello @Toha_Popov9245,

 

The Sharpen filter works as it does in Substance 3D Designer, which means it works in 2D space. When you use it in its own Passtrough layer, it will flatten the bottom layers and then sharpen. Therefore, the full UV islands will be sharpen, resulting with this annoying seam.

 

Sharpen Layer.jpgexpand image

 

To avoid having this kind of seam, try to add a Sharpen filter to Masks/Layers instead of having its own Passtrough layer.

 

Sharpen effects.jpgexpand image

 

This won't be the exact same result, but you'll have a much greater control and above all no visible seam.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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