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We recently released Substance 3D Painter 12.2, bringing improvements designed to make baking and everyday texturing quicker and more direct.Cage Painting is a big addition. You can now paint the cage distance directly onto your mesh, either with a brush for per-pixel control or with Polygon Fill to change whole sub-objects at once. That means you can spot problem areas and clear baking warnings in specific places before you bake, cutting down on the back-and-forth.Cage PaintingPolygon Fill gets some upgrades of its own. You can select loops of polygons with a live preview of where the loop will land, or grab just a small patch with the new Partial Polygon Loop mode, alongside the existing rectangular marquee. A new Visible Polygons Only option also stops a fill from spilling onto the back of your model, which is especially handy with clean topology.Polygon Fill (loop)Texture Set Highlighter makes it easy to match texture sets to geometry. Hover over a texture set in the list and the m
When Lazy Mouse is enabled, the viewport only shows a gray circle for the delayed brush. While painting, that circle does not show the path the brush will follow, so it is hard to predict the stroke before it is applied.Please add a trail line for the Lazy Mouse preview. The line should run from the cursor to the delayed brush position and follow the stroke path, updating as the cursor moves. This would make the brush trajectory visible while drawing, instead of only marking the delay distance with a circle.The trail should be a viewport guide only and should not change the painted result.
I am getting this message periodically and time consumingly. "[Project management] Save failed - this is unusual, check previous messages for more information" I can't share the file as it's covered by an NDA, but I see no reason that the file should save fine one minute and not the next. This program is supposed to save me some time texturing and I'm spending half of it dealing with nonsense like this. Sorry for my irritation but I just lost a couple hours work due to this, as I also had to disable the Autosave function as it was taking just over a minute per save, which is not conducive to good workflow. Anyway, I appreciate any assistance.
When creating a proyect using a template that has a shader asigned to the texture set, it only applies that shader to 1 of the texturesets the imported mesh file has, leaving the rest with the default asm-metal-rough, when it should apply the shader chosen in the template to all texturesets.Attached gif shows how that happens even with the default PBR with Alpha Blending template shipped.
I am unable to paint a mask using a stencil (any stencil for that matter) on a duplicated mesh in Substance Painter. For example, I have a single fbx model that has been duped in Maya in several configurations, all in the 0-1 space so I can paint on any of the duplicates which is vital for our workflow. Think of for example a character in different poses all next to each other. This setup breaks the stencil tool where it will only project on a single mesh instance. It would be very helpful if the stencil tool would work on any of the meshes I have in my painter scene.
Hi there, If I try to view my individual channels, they have become invisible. If I alt+left click on the layer thumbnail or if I select on any channel from the channel drop down menu, the mesh disappears. I have included a screenshot of my mesh with the Material Channel selected, then a picture of what I see when I try to view a single channel below it. That picture looks blank becuase my mesh disappears in my channels. Does anyone know why this is happening and how I can fix this? Thanks!
Recently i updated to 12.2.0. Cage painting is revolutionary, that's for sure! However :1. Baking 4 k maps with 4x4 AA is taking forever. I'm working on a character with 5 udim tiles and i'm baking 4 k maps and is taking unnecessarily long time to bake. For example i have a character with 10 UDIM tiles, i baked at 8 k 4x4 AA and it didn't take that much time. My hardwer is not the problem i have decent hardwer, which never gave me such problems.2. ID texture refuse to bake some time. It's just freezes. Especially if you baked it once, then it appear log error that explains that tiles 1 and 2 are messed up. Which is not true. I have to go back, kill it in painting viewport and re-bake again.3. Baking is taking slower, suspiciously after i use the cage painting, i don't know if it have something to do it.4. I really do enjoy the new updates, but those bugs are really frustrating and i can't work. Support suggested using older version for now. Please take action towards those issues, i sa
Problem:Currently, Substance Painter only supports standard stamp-indexed brushes or vector curve-paths. There is no way to draw a quick, freehand straight/screen-space stroke across a 3D model that projects a linear color/mask gradient evaluated by the actual geometric 3D distance (arc-length) between the stroke's start and end points in 3D world space.Brush stamping deforms based on painting speed/density, and the Path Tool is too rigid when quickly masking multi-angle meshes.Requested Feature:Add a native Screen-Space / 3D Raycast Linear Gradient Stroke mode (similar to Blender's Weight Paint / Gradient Stroke tool).How it should work: The user clicks outside (or on) the mesh, drags a freehand stroke line across the 3D viewport, and releases the mouse. Painter evaluates the 3D world coordinates of the start ($P_{start}$) and end ($P_{end}$) points via raycasting. A 0-to-1 linear gradient is automatically projected along that exact 3D distance/vector onto the underlying geometry.
photshopbeta ve normal olanı açıldığında donam yaşıyorum. 3 dk belkide daha fazla kadar sürüyor ve sonra normale dönüyor. ama her açılışta bunu yapıyor. bir önceki güncellemede bu olmuyordu. şimdi oluyor. kullandığım pc 5070ti ekran kartı amd 9 9950x, 64gb ddr5 ram
The pointer doesn’t open any of the functions for which I require
Absolutely love all the updates to the most recent version of Substance, especially the channel add/remove section. It’s way more user friendly than in the past and it looks great!One thing that would be helpful is the list of channels that are active. Currently, they get organized by their recent addition, so if I add specular weight it appears at the bottom of the list instead of near specular roughness. Having the channels arranged like their add/remove UI counterpart would increase the user friendliness. Thanks so much for all the recent upgrades to Painter!
Please add an option to move paths together and add scaling to selection/group. I have often found the need to move my paths for various reasons or scale them.. I would love the option to be able to move them as a group, as moving individually is painful and time consuming. I use paths for my daily workflow, because I like the finite control I have over specific strokes and the ability to adjust the pressure manually.
Hi everyone,I'm having a critical issue with Subsurface Scattering in Substance 3D Painter (version 12.2.0) where the effect is completely invisible in the viewport, despite having used it successfully in previous versions.I have already verified and applied the standard SSS setup workflow, so it is not a basic setup mistake:The Scattering channel is active in my Texture Set Settings. Enable Subsurface Scattering is checked under Display Settings. Enable Subsurface Scattering is active within the Shader Settings (using ASM/standard PBR shader). I tried adjusting the scale/distance parameters in the shader settings and rotating the HDRI for backlighting. Additionally, I noticed that the Scattering channel now defaults to RGB instead of Grayscale like it used to. However, changing colors in the RGB channel or manually forcing the channel back to Grayscale via a Fill Layer changes absolutely nothing. The mesh remains completely flat with zero scattering, as if the shader is ignoring
I would like to request support for nested / hierarchical Effects in Substance 3D Painter's Layer Stack.The goal is not to introduce a full Designer-style Node Graph, but to allow the existing Effects used in Layers and Masks — including Filters, Generators, and other effect types — to be organized hierarchically.A good reference for this workflow is the nested Filter system in World Creator 2026, where an effect can contain other effects and multiple levels of hierarchy can be created.The main reason for this request is that Painter's current linear Effect workflow becomes increasingly difficult to manage as Mask and material logic becomes more complex.The Core Problem: Painter's Effect Stack Is Fundamentally LinearPainter already provides most of the building blocks needed to create sophisticated masks and material effects.For example:Curvature Ambient Occlusion Position Thickness Grunge Noise Generators Levels Histogram Scan Blur Warp etc.The problem is not a lack of available Effec
Visible lines appear along the UV seams. Although the high-poly model has smooth transitions in these areas, those transitions become visibly interrupted in the baked result. The issue is not limited to a single area.
After updating to version 12.2.0, I received a notification upon launching the program stating that I needed to update my graphics drivers to the latest version. I did so and then launched the program; however, issues arise as soon as I try to work with masks or layers—the program itself remains active, but the viewport stops responding. I am using an RTX 4070 with the 621.01 Game Ready driver.
Hi!I’m looking for clarification on the licensing terms for steam’s Substance Painter perpetual license, Specifically for commercial use in an Indie Studio (5 Members)I’ve seen replies from @Jeremie Noguer on steam stating that:However, the steam EULA linked by @Cyril Dellenbach here, states that the 2014 Eula is still active today, which contains a $10,000 USD revenue restriction for commercial entities. Some clarification would be appreciated on whether this revenue restriction has actually been removed from the Steam version.I'd also like to know whether individual team members can purchase their own Steam licenses and use Substance Painter to create textures for a commercial game developed and owned by their studio. Each license would be tied to an individual team member's personal Steam account and wouldn't be shared.Would this be allowed under the current Steam license terms, or would we need to purchase Adobe business licenses instead?Thanks in advance for the help!
In production the model changes after feedback. The textures need to be updated still. When I import the new model change into Substance Painter, the 3D paint strokes are reprojected at the previous locations of the old model and end up not lining up with the new model change. This breaks any kind of use in production. SP is built assuming there are no model changes, which is not production friendly. Model changes are common.We should have the option to set projects to not record brush strokes in 3D space. Looks like when I paint in the 2D UV window, the re-projection is ignored and the paint there applies correctly to the new imported model. This should be the same behavior with 3D painted strokes also. SP is currently biased towards a workflow that assumes that the model always stays the same and that only the UVs change. This is the case less than half the times when we import a new model. Most of the time it's actually a model change that warrants the textures being
My biggest gripe with Substance Painter is not being able to isolate and view what an individual layer is doing. Once you have a lot of groups and layer stacks it becomes extremely combersome to toggle layers on and off. Could we utilize the drop down menu in the viewport that allows us to view individual maps and channels to give us not only a layer mask preview but the selected layer(s) as an option also? Better yet, just give us a node graph, please and thank you.
I created a jacket in CLO3d and exported as OBJ for use in Substance Painter. After baking my pockets become very dark (and collar is lighter). I feel it is due to the ambient occlusion reading the position of the OBJ when imported - the position of the OBJ is not straight. The dark pockets are also visible when adding a material to the jacket and it looks like the pockets are made out of a different material. How can I make sure the the ambient occlusion is more even (so thepockets doesn't become so dark)? I have checked UV normals are facing the right direction. I really appreciate some advice.
import substance_painter as spcurrent_stack = sp.textureset.get_active_stack()selected_layers = sp.layerstack.get_selected_nodes(current_stack)for layer in selected_layers: if layer.get_type() == sp.layerstack.NodeType.GroupLayer: # this always returns an empty list, regardless of the number of effects on the group layer layer_effects = layer.content_effects()
This morning I got a notice that there was a new painter update so I downloaded and installed it. It told me on startup that I needed to update my video driver so I did that. Everything was working fine until a few minutes ago. Now, every time I try to bake mesh maps it locks up on me. Even with just a simple cube.Also, to the person who gave me a suggestion to try on making exhaust/oil streaks on a plane, thanks. I’ll give it a try.
Can someone give me some tips and suggestions for creating these exhaust streaks? I’ve tried several different brushes, so far nothing I’ve tried looks decent.
Hello! I am trying to Run Adobe Substance Painter 2025 on my Macbook, through Steam. I have tried everything to make it work yet it continues to crash on the startup. I have submitted a Log.TXT to see if it can be diagnosed. System Specs: (Image removed)
Hi all,Background:I create aviation safety videos and typically purchase helicopter models from Turbosquid, then rework them, mainly redoing textures in Blender with decals. I am still fairly new to Substance Painter, so please bare with me for any stupid questions that might be resolved with common workflows.Goals:Produce highly detailed, accurate aircraft models.Use textures (rivets, panel lines, etc.) to replicate fine details while maintaining accurate placement based on the real aircraft.Begin marketing my models on Turbosquid as more accurate, professional-grade options.Current workflow and challenges:Texture size: I have been using 8K or 4K textures, which generally works well, but rivets lose sharpness in close-up shots.The model I purchase usually have one texture map for external surfaces. However it starts to create issues when trying to focus on details like rivets and screws. To improve resolution, I have been splitting models into multiple UV maps (for example EXT_T
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