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Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale We just posted our SIGGRAPH 2026 announcements over on the Adobe blog. The key points: OpenPBR is now supported right across the Substance 3D ecosystem — Painter 12.1, Designer 16, and Sampler 6 — with the entire Assets library (14,000+ materials, decals, and atlases) being converted too. Adobe has also released an open-source OpenPBR implementation on GitHub. Substance 3D Painter 12.1 delivers the long-requested Skew Map Painting, giving artists direct control over baking artifacts with brush, fill, and edge protection tools — alongside Auto Rebake, which speeds up iteration by only rebaking affected areas, a refreshed baking workspace, and a new Hard Surface Auto UV mode for mechanical assets. Substance 3D Designer 16 expands the procedural toolset with a redesigned Shape Splatter v2 node for scattering varied 3D forms procedurally, new SDF nodes for building and manipulating complex sha
Substance 3D Painter 12.1 is here, and it brings some significant improvements to baking workflows, along with initial support for OpenPBR. Here's a rundown of what's new. Auto Rebake Painter 12.1 introduces Auto Rebake, which automatically triggers a rebake whenever a change is detected, confining this to only the changed region rather than the project overall. This makes baking iteration significantly faster, particularly when working with skew corrections. Auto Rebake activates automatically when entering Skew Painting mode, but can also be toggled manually — and should you prefer full control, a new single-map quick rebake button is available, letting you rebake just the visible map without touching any other settings. Skew Map Painting This release also brings in Skew Map Painting, a powerful new addition to the baking workflow that gives you direct, hands-on control over skewing artifacts — the distortions that can appear when baking low-poly meshes due to the angle at which r
12.1.1 build 5594,The emission channel is ineffective in OpenPBR material mode, whereas it works when switching back to the previous material.
I can’t open https://substance3d.adobe.com/education/ , as it leads to a “504 Gateway Timeout” error.
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
So i posted this a while back before but the Post has been removed for some reason…. i guess because being inactive on the post. but yeah this happens when using the Pen Tool more you use it. adds artifacts to your Height and the only fix for this was to Down Grade to 2025 11.0.3… Any Higher that that Version the Bug still remains there…… shocking its still there in 2026 Video example i made for the old post
Since 12.1 (this is 12.1.1) the VRAM usage of Substance Painter is crazy. There's another bug report about performance issues but for me it wasn't clear if it's VRAM related.What happens:While working on a very small scene which only uses like 3GB of VRAM it skyrockets to the max in the matter of minutes while working on it.This is 100% a memory leak and happens as well with version 12.1.1My system is nothing special, Win 11, 64GB, i9-9900K but what makes it a bit more special is the fact I have 2 GPUs, a 3090 and 4090 both with 24GB VRAM.I tried to force using the 3090 using the options inside Windows Display > Graphics options but that doesn't help, it only switches the issue to the 3090. I'm currently at the Nvidia 610.62 Studio Drivers.If I quit Substance Painter while it hugs the 24GB it will roughly empty 12GB and after like a minute it gives me back another 10GB of VRAM.It also doesn't really matter what I do, the screenshot attached is a storyboard where I only hide/unhide m
OS: Windows 11 GPU: NVIDIA GeForce GT 1030 (2 GB) CPU: Intel i5-10400F Works: Substance Painter 11.0 Broken: 11.1+ (and upwards) Symptoms: New and existing projects affected. Model initially appears white until a layer is toggled. Toggling a layer makes textures sharp. As soon as the camera rotates/pans/zooms, textures become permanently blurry. Texture Set resolution remains at the selected resolution (does not change). GPU usage stays around 20%. Already tried: Clean reinstall. Updated NVIDIA drivers. Verified Painter is using the GT 1030. Vulkan diagnostic tools run without errors. Problem only appears in versions using the Vulkan renderer. I don’t think it is my graphic’s card at fault since i even tried small texture sizes and light models and it still becomes extremely blurred (it’s not being overwhelmed), what do you guys think? Please help.
Windows 11 | Painter 11.1.3 | Nvidia GeForce RTX 3080Ti | 128 GB RAM | ADM Ryzen 9 5900X 12 Core When I create a new File I set a OCIO (Custom, ACES 1.2 or ACES 2.0 doesn’t matter). Then I load in external texture files and set their Output color space. It doesn’t matter if I set this manually or automatic via OCIO rules All good and works like that:After saving and reopen the file I lose all the “Output color space” OCIO rules/settings. It displays not compatible and only the defaults are available. When I check the Project Configuration it is still using the correct OCIO file and there is also no Error/Warning in the LOG: Does anyone else has this issue? It is a critical Bug in our case because textures load wrong and are not correctly exportet. Also it is very confusing. Sadly we can’t go to Painter Version 12 yet because of the python version switch. Best regards,Timo
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.
When I use a FBX file it uses correctly the Material Name that is assigned to the Mesh:Assignment in the Maya Model file:When I use a USD file it uses the Shading Group not the Sader as a Name: I checked my USD and the Shader is still assigned: It would be great to have only one way of naming here either for both the material name or for both the shading group name, but mixed is confusing our pipeline when exporting the texture files. Thank you!Best regards,Timo
I was unable to bake my carvature in v12. It turned out black. Same model baked well in v11.
Please add "Save and Compact" to the keyboard shortcuts menu so we can assign it a hotkey or overwrite the default Ctrl+S.Right now, the standard incremental save system balloons project files with dead data, making them way larger than they need to be. Often I’ll find files that are upwards of 800+MB that compress down to less than 100MB. The only way to purge this is by manually clicking through the file menu every time, because the action is completely missing from the shortcut settings.While I understand this isn’t the default as it can take longer on large files. I’ve found that for almost every file I’ve worked on it takes about the same length of time as saving normally. I work with other artists who constantly forget to do this manual step, which results in massive files that bloat our repos and seriously slow down our pipeline. If we could just tell the team to change their Ctrl+S shortcut to Save and Compact, this problem would be fixed immediately.It's incredibly frustrating
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.
Hello Adobe Substance 3D Painter team,I would like to suggest a few features that I believe would significantly improve the hand-painted texturing workflow. One-click Color Picker Remove the confirmation click after using the Color Picker. When pressing P and clicking on a color, it should be selected immediately without requiring a second click to confirm. Hide Mesh Parts by UV Islands Add the ability to hide or isolate mesh parts based on UV islands. This would make it much easier to paint areas that are occluded by overlapping geometry without constantly changing camera angles or manually hiding meshes. Photoshop Live Connection Add a live connection between Substance Painter and Photoshop. This would allow artists to use Photoshop's advanced selection tools (such as the Lasso, Polygonal Lasso, Magic Wand, etc.) and have the changes update directly in Substance Painter. More Color Picker Layouts Add additional color picker interfaces, such as: Triangle color picker
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.
I’m unsure what is causing the issue. Before latest update to 12.1.0, I have not experienced any issues like this. I’m on win11 pro latest updates as of 2026/07/03. Painter is installed on a 2tb gen4 nvme (its my OS drive) and my work files are done on a gen5 samsung pro 9100 drive. Previously saving files was fairly quick, even files over 5gb in size. But now when I save I have to wait as it hangs for a while (1-1.5 minutes) before the save completes. This only happens on large files that is over 1gb in size. When I exit after working, then it also hangs a while before closing, or it just hangs indefinitely and I have to force close painter with task manager. I’m unsure if it is a windows issue, or gpu driver issue, or painter issue. My drivers are up to date. Latest Nvidia studio drivers (v.610.62) through nvidia app. Nvidia app overlays are disabled and no performance settings for apps are done through the nvidia app. System: r9 9950x3d, 64gb ddr5, Rtx 5070ti and above mentioned nvm
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
I’m trying to bake a single UDIM as I want to adjust the cage size for that specific part. I untick all the other UDIMs. Though when I press bake I get an instant crash report. It seems to only work if all UDIMs are selected.I also have GPU and Raytracing unchecked. It’s frustrating as this is forcing me to use Marmoset for my baking.
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
updated my drivers to the latest and tested it in two different computers. the maxfrontal distance cage preview does not update in realtime when dragging the slider. you have to hover over the viewport before it updates
Currently, the Texture sets are clearly distinct UV maps. This suggestion would add the possibility to merge those together at export, instead of having multiple sets of maps. EDIT : I've merged a similar user idea thread with this one. This way, the feature suggestion will have more upvotes, therefore more visibility on our side. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
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.
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