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Texture Set settings | Substance 3D Painter

  1. Home
  2. Getting Started
    1. Getting Started overview
    2. Activation and licenses
    3. System requirements
    4. Project creation
    5. Export
      1. Export overview
      2. Export window
        1. Export window overview
        2. Export settings
        3. Output templates
        4. List of exports
      3. Export presets
        1. Export presets overview
        2. Predefined presets
          1. Predefined Presets
          2. USD PBR Metal Roughness Preset
          3. Default Presets
        3. Creating export presets
    6. Glossary
    7. Performance
  3. Interface
    1. Assets
      1. Assets overview
      2. Navigation
      3. Customizing the layout
      4. Filter by path
      5. Saved searches
      6. Advanced search queries
      7. Adding a new library
      8. Sub-library tab
    2. Color picker
    3. Display settings
      1. Display settings overview
      2. Environment settings
      3. Camera settings
      4. Viewport settings
    4. History
    5. Layer stack
      1. Layer stack overview
      2. Creating layers
      3. Managing layers
      4. Masking and effects
      5. Blending modes
      6. Layer instancing
      7. Geometry mask
    6. Main menu
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    7. Project configuration
    8. Properties
    9. Settings
      1. Settings overview
      2. General preferences
      3. Shortcuts
      4. Libraries configuration
    10. Shader settings
      1. Shader settings overview
      2. Updating a shader
    11. Texture Set
      1. Texture Set overview
      2. Texture Set list
      3. Texture Set settings
      4. Texture Set reassignment
    12. Toolbars
    13. Viewport
      1. Viewport overview
      2. 2D view
      3. 3D view
      4. Camera management
    14. Miscellaneous
      1. Sliders
      2. Log
      3. Update checker
  4. Painting
    1. Painting overview
    2. Tool list
      1. Paint brush
      2. Eraser
      3. Projection
      4. Polygon fill
      5. Smudge tool
      6. Clone Tool
      7. Quick mask
      8. Path tool
    3. Straight line   
    4. Lazy mouse 
    5. Symmetry
      1. Symmetry overview
      2. Mirror Symmetry
    6. Fill projections
      1. Fill projections overview
      2. Fill (match per UV Tile)
      3. UV projection
      4. Tri-planar projection
      5. Planar projection
      6. Spherical projection
      7. Cylindrical projection
      8. Warp projection
    7. Presets
      1. Presets overview
      2. Creating and saving presets
      3. Creating particles presets
        1. Creating particles overview
        2. Installing the particle editor
        3. Overview of the particle editor
        4. Creating a new particle script
      4. Photoshop brush presets (ABR)
        1. Photoshop brush presets overview
        2. Exporting Brush Presets from Photoshop
        3. Importing Photoshop Brush Presets
        4. Photoshop Brush Parameters Compatibility
    8. Dynamic strokes
      1. Dynamic strokes overview
      2. Enabling Dynamic Stroke feature
      3. Dynamic Stroke Performances
      4. Creating custom Dynamic Strokes
    9. Advanced channel painting
      1. Channel painting overview
      2. Ambient Occlusion
      3. Flow Map
      4. Height Map
      5. Normal Map
  5. Effects
    1. Effects overview
    2. Generator
    3. Paint
    4. Fill
    5. Levels
    6. Compare Mask
    7. Filter
    8. Anchor Point
  6. Baking
    1. Baking overview
    2. How to bake mesh maps
    3. Baking visualization settings
  7. Content
    1. Creating custom effects
      1. Creating custom effects overview
      2. Generic filter
      3. Channel specific filter
      4. Generators
      5. Mesh map
      6. Mesh based input
      7. User data
    2. Importing assets
      1. Adding resources via the import window
      2. Adding content on the hard drive
      3. Receiving assets from other Substance 3D applications
  8. Features
    1. Automatic UV Unwrapping
    2. Physical size
    3. Smart Materials and Masks
    4. Subsurface Scattering
      1. Subsurface Scattering overview
      2. Enabling Subsurface in a Project
      3. Subsurface Parameters
      4. Subsurface Material Type
    5. Dynamic Material Layering
    6. UV Reprojection
    7. UV Tiles
      1. UV Tiles overview
      2. Image Sequence
    8. Color Management
      1. Color management overview
      2. Color management with Adobe ACE - ICC
      3. Color management with OpenColorIO
    9. Post Processing
      1. Post Processing overview
      2. Color correction
      3. Depth of Field
      4. Glare
      5. Lens Distortion
      6. Tone Mapping
      7. Vignette
      8. Color Profile
    10. Iray Renderer
      1. Iray Renderer overview
      2. Iray Settings
      3. Viewer and MDL Settings
    11. Plugins
      1. Plugins overview
      2. Autosave
      3. Resources Updater
    12. Sparse Virtual Textures
    13. Custom Shaders
    14. SpaceMouse® by 3Dconnexion
    15. Universal Scene Description (USD)
  9. Technical Support
    1. Hardware requirements
    2. Performance Guidelines
      1. Performances guidelines overview
      2. Conflicts and background applications
      3. Mesh and UV setup
      4. GPU Drivers
      5. NVIDIA Drivers Settings
      6. GPU VRAM amount and bandwidth
      7. GPU VRAM and other applications
      8. Texture Sets amount
      9. Layer management
      10. Channels management
      11. Substance filters and materials
      12. Viewport display
    3. Configuring Pens and Tablets
    4. Exporting the log file
    5. Exporting a DXDiag
    6. Technical issues
      1. GPU Issues
        1. Crash when working with overclocked GPU
        2. Forcing the external GPU on Mac OS
        3. GPU drivers compatibility
        4. GPU drivers crash with long computations (TDR crash)
        5. GPU has outdated drivers
        6. GPU is not recognized
        7. GPU is not recognized and is mentionned as GDI Generic
        8. Issues with Nvidia GPUs on recent Mac OS versions
        9. Multi/Bi-GPU
        10. Running on integrated GPU
        11. Painter doesn't start on the right GPU
      2. Startup Issues
        1. Application failed to start because of Qt
        2. Crash or freeze during startup
        3. Software conflicts
      3. Rendering Issues
        1. Artifacts and glitches on Mac OS with Custom GPUs
        2. Blocky artifacts appear on textures in the viewport
        3. Mesh appears pink in the viewport
        4. Mesh flash to white when moving camera
        5. Some HDPI scaling values are not working
      4. Stability Issues
        1. Crash during export
        2. Crash when opening or saving a file
        3. Crash while baking
        4. Crash with low virtual memory
        5. Windows Blue Screens
      5. Miscellaneous Issues
        1. Corrupted texture error message
        2. Shelf resources are gone after 7.2 update
        3. Error there is no disk in the drive
        4. Error with missing api-ms-crt dll
        5. Impossible to drag and drop files into the shelf
        6. Impossible to use the ALT keyboard shortcut on Linux
        7. Assets (or shelf) previews are empty
    7. Workflow Issues
      1. Export Issues
        1. My exported opacity map is totally black
        2. Texture dilation or Padding
      2. Tools Issues
        1. Normal map looks incorrect when loaded in layer or tool properties
        2. Paint Tool bleeds on other UV islands
      3. Project Issues
        1. A project has been processed as a text file and is now corrupted
        2. Loading files from a network
        3. Preserve brush strokes setting stays disabled
        4. Projects are really big
      4. Shelf Issues
        1. Thumbnails in the shelf look incorrect
      5. Viewport Issues
        1. Mesh faces disappear when looking at them from behind
        2. Viewports and textures are blurry or lack sharpness
      6. Plugins Issues
        1. Substance Source plugin doesn't load
      7. License Issues
        1. Maintenance is expired dialog on startup
  10. Pipeline and integration
    1. Installation and preferences
      1. Preferences and application data location
      2. Automated installation
      3. Retrieving the installation path
    2. Configuration
      1. Command lines
      2. Environment variables
      3. Firewall Configuration
      4. Querying Current Software Version
      5. Remote Desktop
    3. Resource management
      1. Shelf and Assets location
      2. Resource paths
        1. Adding resource paths by editing preferences manually
        2. Editing resource paths manually
        3. Editing the Shelf Preferences with Python
      3. Adding saved searches manually
      4. Preferences and content migration
      5. Excluding resources in a resource path
  11. Scripting and development
    1. Scripts and plugins
      1. Creating a Javascript plugin
      2. Remote control with scripting
    2. Shader API Reference
      1. Shader API overview
      2. Changelog - Shader API
      3. Libraries - Shader API
        1. Lib Alpha - Shader API
        2. Lib Bayer - Shader API
        3. Lib Defines - Shader API
        4. Lib Emissive - Shader API
        5. Lib Env - Shader API
        6. Lib Normal - Shader API
        7. Lib PBR - Shader API
        8. Lib PBR Aniso - Shader API
        9. Lib Pom - Shader API
        10. Lib Random - Shader API
        11. Lib Sampler - Shader API
        12. Lib Sparse - Shader API
        13. Lib SSS - Shader API
        14. Lib Utils - Shader API
        15. Lib Vectors - Shader API
      4. Parameters - Shader API
        1. All Custom Params - Shader API
        2. All Engine Params - Shader API
        3. All Rendering States Params - Shader API
        4. Layering Bind Materials - Shader API
        5. Layering Declare Stacks - Shader API
      5. Shaders - Shader API
        1. PBR Material Layering - Shader API
        2. PBR Metal Rough - Shader API
        3. Pixelated - Shader API
        4. Surface Shader - Shader API
        5. Toon - Shader API
  12. Release notes
    1. All Changes
    2. Version 9.0
    3. Version 8.3
    4. Version 8.2
    5. Old versions
      1. Version 8.1
      2. Version 7.4
      3. Version 7.3
      4. Version 7.2
      5. Version 2021.1 (7.1.0)
      6. Version 2020.2 (6.2.0)
      7. Version 2020.1 (6.1.0)
      8. Version 2019.3
      9. Version 2019.2
      10. Version 2019.1
      11. Version 2018.3
      12. Version 2018.2
      13. Version 2018.1
      14. Version 2017.4
      15. Version 2017.3
      16. Version 2017.2
      17. Version 2017.1
      18. Version 2.6
      19. Version 2.5
      20. Version 2.4
      21. Version 2.3
      22. Version 2.2

Texture Set settings

The Texture Set settings control the parameters of the currently selected Texture Set. This is where the resolution, channels and associated mesh maps can be managed.

General properties

NameName of the Texture Set. Inherited for the material name assigned on the 3D model.
DescriptionText field that allows to add information about a Texture Set. This text is displayed in the Texture Set list and Baking windows.

Controls the channels resolution in pixels inside a Texture Set. To use non-square resolutions (for example 2048x1024) disable the lock button between the two dropdowns.

Texture Set resolutions are dynamic because of the non-destructive workflow. This means it is possible to work at a low resolution to get good performances and then use an higher resolution later to get better quality. Inside the application the maximum resolution of a channel is 4096x4096 pixels, while when exporting the maximum is instead 8192x8192 (if supported by the GPU). Changing the resolution may trigger a long computation of the engine.

Shader instanceDefine which Shader to use to render the given Texture Set in the viewport.


Channels list

The list can be modified at any timeby adding or removing channels (unless overridden by the Material Layering workflow).

Button / Icon


Click on this button to add a new channel to the list.

The pop-up menu that opens is split into three categories:

  • Supported channels: these channels can be used by the current shader in the viewport.
  • Unsupported channels: these channels are ignored by the current shader in the viewport.
  • User channels: additional channels for painting more informaiton, usually unsupported by the shaders.

There is not limit in how many channels can be added, however too many channels can severely impact performances and will require more memory.

Remove a channel from the list.


The painting information inside the project is not deleted with the channel, so the channel can be added back later if needed to recover the texturing (after a recomputation).

The name of a given channel.

User channels can be renamed by double-clicking on the current name:

This button opens the channel's settings menu with several actions.

The first list of action control the storage type and precision of the channel:

  • sRGB8: RGB colors, gamma corrected values, stored on 8bits.
  • L8: Grayscale values, stored on 8bits.
  • RGB8: RGB colors, stored on 8bits.
  • L16: Grayscale values, stored on 16bits.
  • RGB16: RGB colors, stored on 16bits.
  • L16F: Grayscale values - positive and negatives, stored on 16bits floating.
  • RGB16F: RGB colors - positive and negatives, stored on 16bits floating.
  • L32F: Grayscale values - positive and negatives, stored on 32bits floating.
  • RGB32F: RGB colors - positive and negatives, stored on 32bits floating.

The storage type is not a color space/gamma control. The data used for storing the information of a channel (for example sRGB8 or L32F) has no effect on the way the application will read them. For example the Roughness channel will still be considered as data/raw, and the Base Color will still be considered as gamma corrected.

The last action of the menu can be used to enable or disable color management on the channel:

  • Color channel: if enabled, the channel is color managed. This option can only be manually modified for User channels.

If present, indicates the channel is color managed. Only user channels can be marked as color managed or not, other channels behavior is fixed.

For a detailed list of which channels are color managed or not, see: Color management.

Mixing settings

These settings control various behavior on how channels are generated, notably how channels are combined with the baked textures (mesh maps).



Normal mixing

Controls how the "baked normal map" should be combined with the "Normal" channel. Possible values are:

  • Replace : Ignore the "baked normal map" and will only use the "Normal" channel for this Texture Set. Can be used to paint over a baked normal map. See the advanced channel painting documentation for more information. if the Normal channel is not present or if the Normal channel output is empty the baked normal map will still be used.
  • Combine (default) : Use a detail oriented function to combine the "Normal" channel and the "baked normal map".

This setting may be disabled if the channel is missing in the channels' list. If the channel is missing, the default mixing value is used.

Height to normal method

Controls which method to use to convert the height channel into a normal map. Possible values are:

  • Sharp: produce a more defined normal map at the risk of introducing noise and aliasing. Adapted for repeating patterns like fabrics.
  • Smooth (Sobel) (default): produce a smoother normal map with a Sobel filter at the risk of losing details. Adapted for most cases.

Ambient occlusion mixing

Controls how the "baked ambient occlusion" should be combined with the "Ambient Occlusion" channel. Possible values are:

  • Replace : Ignore the "baked ambient occlusion" and will only use the "Ambient Occlusion" channel for this Texture Set. Can be used to paint over a baked ambient occlusion. See the advanced channel painting documentation for more information.
  • Multiply (default) : Use a multiply operation to combine the "Ambient Occlusion" channel and the "baked ambient occlusion".

This setting may be disabled if the channel is missing in the channels' list. If the channel is missing, the default mixing value is used.

UV padding

Controls how the padding outside the UV island is generated. Possible values are:

  • 3D Space Neighbor (default): Look at the other side of the UV seam to find the neighbor pixel color and use it at the UV border. This setting is recommend when painting across UV seams with continuous patterns. Example with regular padding at left, and the 3D Neighbor on the right:

  • 2D Space Neighbor: Copy the pixel inside an UV island to the border outside the UV island before generating the padding. This settings is recommended when UV islands have very opposed information and don't overlap. Example with a sphere where bands have each a unique color per UV islands, on the left with the 2D neighbor setting setting and 3D neighbor on the right (notice the bleeding):


This padding setting is saved per Texture Set and taken into account during the texture export and visualization into the viewport.

Because of how the the 3D space neighbor works it cannot be be used with the normal channel and will use the 2D version instead.

Mesh maps

The Mesh maps are baked textures specific to the mesh and Texture Set used to augment the quality of the texturing with the help of filters, Smart Materials and Smart Masks. For more details see the baking documentation.

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