
Creating a new texture set in Substance Painter involves a few steps. First, you need to understand the Texture Set List window, which displays all the material IDs from the current 3D model in a project. This allows you to switch between different materials and their associated layer stacks. When creating a new texture set, you can use the Import Resources option in the File menu or by clicking the + icon in the Assets window. You can then add the desired .sbsar file and define the location where it should be added, typically the your_assets library. Additionally, Substance Painter offers various settings for texture sets, such as hiding empty or all descriptions, importing shader parameters, and reassigning texture sets. It's important to note that only one texture set can be edited at a time, and combining texture sets in Substance Painter is not a standard feature.
| Characteristics | Values |
|---|---|
| Texture set creation | Automatic for each Material ID in an .fbx file |
| Texture set editing | Only one texture set can be edited at a time |
| Texture set display | Only the selected texture set is displayed by default when painting |
| Texture set visibility | Can be toggled on/off |
| Texture set naming | Can be renamed by right-clicking or double-clicking on the name |
| Texture set re-naming | Can be restored to the original name |
| Texture set navigation | Simple, left-click on a texture set to select it and access its settings and layer stack |
| Texture set settings | Each texture set has its own channels, resolution, shader, bake maps, and layer stack |
| Texture set export | Export as a .sbsar file or as an image file to import into other programs |
| Texture set import | Use the "Import Resources" option in the File menu or the "+" icon in the Assets window |
| Texture set location | Define the location when importing, e.g., the "your_assets" library |
| Texture set reassignment | Possible to reassign texture sets |
| Texture set combination | Not possible to combine multiple texture sets |
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What You'll Learn

Understanding texture sets and settings
Texture Sets Explained
In Substance Painter, a texture set is created for each Material ID in your 3D program or file. For instance, when you import an arm material into Substance Painter, it becomes a texture set. This texture set is associated with the material ID assigned to a specific mesh in your 3D program.
Navigating Texture Sets
To navigate and work with texture sets, you can use the toolbar on the far right of the Substance Painter interface, which displays the layer stack. By left-clicking on a texture set, you can select it and access its unique set of settings.
Texture Set Settings
Each texture set has its own set of settings, including channels, resolution, shaders, bake maps, and a layer stack. You can customize these settings to suit your specific requirements. For example, you can add or remove channels, such as an emissive channel, to tailor the functionality of your texture set.
Creating Layers
As you create materials and textures in Substance Painter, you will generate layers within the layer stack for the selected texture set. These layers allow you to build up complexity and detail in your materials, giving you greater control over the final appearance of your 3D models.
Mesh Maps
Mesh maps are baked textures specific to the mesh and texture set. They enhance the quality of texturing by utilizing filters, smart materials, and smart masks. Mesh maps provide a powerful way to add intricate details to your 3D creations.
Understanding texture sets and their settings is fundamental to efficiently utilizing Substance Painter. By mastering this concept, you can create diverse materials, manage their textures, and achieve the desired visual outcomes for your 3D projects.
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Creating a 2D texture pattern
To create a 2D texture pattern, you can use Substance Designer, a program that generates textures and material presets. This is done by combining functional "blocks" called nodes. These nodes have a variety of functions, including generator nodes that can generate shapes, patterns, or noise, and atomic nodes that can process or change generated data.
To start, create a new Substance Graph by pressing Control-N or using the "File => New => Substance graph..." menu option. Use the empty template and leave all the options as default. You don't need to worry about graphics sizes. In the upper left corner, you'll see the Explorer window, which lists your project, its packages, and the graphics that are part of it. Below the Explorer window is the Library, where you can find the nodes needed to build up your project. In the middle of the screen at the top is the Graph window, where you'll be doing most of your work.
You can also use pre-made textures provided by Painter and Designer, or modify them to create the material you desire. For example, you can use a Wood Chest Stylized smart material as a base and work from there, changing the color and modifying the wood fiber pattern to create a unique texture.
Once you're happy with your pattern, you can add it to Substance Painter. In the Explorer section, click on the graph entry and then change the Type to Texture Generator in the Properties window. Then, right-click on the package entry and click "Publish .sbsar file." Alternatively, you can export your texture as an image file to import the pattern into other programs.
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Exporting and importing textures
Exporting Textures:
Before initiating the export, it is essential to define the exported texture resolution size. This size is based on the Texture Set Size you were working with in Substance Painter. Additionally, the names of the textures are predefined by the preset, but users have the flexibility to customize these aspects by modifying the preset or creating a copy with their own definitions.
When exporting, users can choose from a wide range of file formats supported by Substance Painter. The choice of format influences the bit depth, which in turn affects the quality of the texture and the file size. A higher bit depth results in a higher-quality texture but can significantly increase the file size. Therefore, it is important to consider the project's specific requirements and choose the appropriate format and bit depth accordingly.
For PSD (Photoshop) files, each texture set from a project is exported as a single PSD file. This file contains all the exported textures associated with that particular texture set. Additionally, Substance Painter offers the option to export packed textures, where multiple textures are combined into a single texture, with each texture occupying a separate color channel. This approach can simplify texture management by reducing the number of files.
Importing Textures:
When importing textures into UE5, users can follow the steps outlined in the provided tutorial. The process involves assigning the material to a Static Mesh, which can be done either globally or locally. The global approach applies the material to every instance of the Static Meshes used in the level, while the local method assigns the material only to a specific copy of the mesh placed in the level.
To assign the material, users can double-click on the Static Mesh to access the Static Mesh Editor. From there, they can drag and drop the material into the Material Slot within the editor. Alternatively, they can drag and drop the material directly onto a Static Mesh that is already placed in the level, ensuring that the material is applied only to that specific mesh.
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Texture set visibility
The Texture Set List window in Substance 3D Painter allows users to switch between different materials and their associated layer stacks. While working on a project, users can only edit or paint one texture set at a time, and the selected texture set will be displayed by default. However, users can change this setting by unchecking the "Only display the material selected when painting" option in the Preferences menu.
To navigate between texture sets, users can left-click on the desired set in the Texture Set List window, which will update the Layer Stack and Shader Settings window accordingly. Additionally, users can right-click on a texture set name to access a contextual menu with various options, including the ability to show or hide a specific texture set. This feature allows users to manage the visibility of different texture sets while working on their project.
The visibility of a texture set can also be controlled through the Settings button, which offers multiple options: Hide Empty Descriptions, Hide All Descriptions, and Show All Descriptions. These settings allow users to manage the display of description fields, providing flexibility in their workflow.
It is worth noting that while Substance Painter automatically generates texture sets for each Material ID in an .fbx file, it does not support combining or merging multiple texture sets. As a workaround, users can folderize different variations of a model and hide or unhide them as needed. This allows for better organisation and easier access to specific texture sets within the project.
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Combining texture sets
When it comes to combining texture sets in Substance Painter, there are a few limitations and workarounds to be aware of. Currently, Substance Painter does not have a built-in feature that allows users to directly combine multiple texture sets into one. This can be an issue when working with a single model that requires different varieties of textures, such as a monster that needs both fire and ice textures.
To overcome this limitation, one suggested workaround is to use a Substance Texture Set Merger app. This free third-party app allows you to merge multiple texture sets together. By using this app, you can combine your exported textures from different sets into a single texture set. This process involves creating another node setup in Substance Designer to handle the merging task.
Additionally, proper UV unwrapping is recommended as a way to assign materials in a blender before bringing them into Substance Painter. While this doesn't directly combine texture sets, it simplifies the process of painting or masking UV islands in Substance Painter. Another suggestion is to use vertex colours in the bake settings and add masks with colour selection, allowing you to easily add materials and export a single texture set for the entire mesh.
It's worth noting that some users have expressed their desire for a built-in feature in Substance Painter that combines texture sets, as it would streamline their workflow. Until such a feature is implemented, the workarounds mentioned above can be utilised to achieve similar results.
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Frequently asked questions
A texture set is a group of textures that share the same material ID in a 3D program. Each texture set has its own settings, channels, resolutions, shaders, bake maps, and layer stacks.
To create a new texture set in Substance Painter, you must first import your mesh into a painter project. The software will then automatically generate a texture set for each unique Material ID in your file.
No, it is not possible to combine texture sets in Substance Painter. However, you can export your mesh from Blender with different materials and bake maps, and then export it again with a single material to import into Substance Painter.
First, locate the export folder in "My Documents\Allegorithmic\Substance Designer". Open Substance Painter and use the "Import Resources" option from the File menu or by clicking the "+" icon at the bottom of the Assets window. Add the .sbsar file and define the location as the "your_assets" library.
In the Substance Painter interface, you can navigate between texture sets by left-clicking on the desired texture set in the layer stack on the right toolbar. This will update the Layer stack and Shader settings window accordingly.











































