
In Substance Painter, you can display a wireframe by adjusting the Display Settings. This controls the viewport settings, including the mesh wireframe. You can also overlay a wireframe via a layer and a texture from your modelling package. However, some users have reported that the “Show mesh wireframe” option is greyed out in certain versions of the software. In such cases, you may need to contact Adobe for further assistance or explore alternative methods such as exporting the wireframe from your modelling software and using it as a mask.
| Characteristics | Values |
|---|---|
| Display Settings | Controls settings related to the display of the viewport, including texture filtering and mesh wireframe |
| Grid Settings | Allow the display and control of a 3D grid inside the 3D viewport |
| Grid Divisions | Automatic, based on the current camera level of zoom and angle |
| Grid Unit Display | Located in the bottom left of the viewport |
| MipMap Bias Setting | Allows the use of sharp textures for distant or oblique-angled pixels; may create Moiré patterns or jittering |
| Default Settings | Compromise between quality and performance |
| Wireframe Option | Not available in the current beta build |
| Workaround | Overlay the wireframe via a layer and texture from the modelling package |
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What You'll Learn
- Display settings control the viewport, including wireframe visibility
- The mesh wireframe option may be greyed out in some versions
- Export a wireframe from modelling software to use as a mask
- Use the UV Border Distance generator for a wireframe effect
- The grid unit is displayed in the bottom left of the viewport

Display settings control the viewport, including wireframe visibility
Display settings in Substance Painter control the viewport, including wireframe visibility. The viewport settings allow users to refine the rendering process without affecting the textures directly. For instance, the MipMap Bias setting enables the use of sharp textures for distant or oblique pixels, but it may also create Moiré patterns or jittering. The default settings balance quality and performance and should only be changed if necessary.
The Display Settings also include the grid settings, which allow users to display and control a 3D grid inside the 3D viewport. The grid divisions automatically adjust based on the camera's zoom level and angle, with the current grid unit displayed in the bottom left of the viewport.
While some sources mention a "Show mesh wireframe" option in Substance Painter, it appears that this option is unavailable in certain versions, including the beta build. In such cases, it is suggested to contact Adobe for more information. Additionally, users can consider exporting the wireframe from their modelling software and using it as a mask or overlay while working in the viewport.
It is important to note that the display settings in Substance Painter do not directly affect the textures and are only meant to enhance the rendering process within the viewport.
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The mesh wireframe option may be greyed out in some versions
The mesh wireframe option in Substance Painter may be greyed out in some versions due to limitations in the software's renderer. While the wireframe is intended to be visible in the viewport, the renderer may not support hiding or displaying the mesh wireframe during the rendering process. This could be the reason why some users have reported that the "Show mesh wireframe" option is greyed out in their versions of the software.
The renderer in Substance Painter has been described as very limited, which could explain why certain features related to mesh wireframe display are not available. It is important to note that the wireframe is primarily meant for reference and visualization within the viewport, rather than being a renderable element.
To work around this limitation, it is possible to overlay the wireframe using a layer and a texture obtained from a modelling package. For example, in Maya, there is a specific node dedicated to this purpose. By incorporating the wireframe as a layer, users can effectively see the wireframe while working in the viewport, even if the "Show mesh wireframe" option is unavailable.
While this issue has been observed by multiple users across different versions of Substance Painter, there does not appear to be an official solution or explanation provided by Adobe. Users facing this issue may need to contact Adobe support or seek alternative methods, such as utilizing external modelling software, to achieve the desired wireframe visualization during their workflow.
It is worth noting that the default settings in Substance Painter are designed to balance quality and performance. Unless there is a specific need, it is generally recommended to stick with the default settings to ensure optimal rendering results. Adjustments to settings like Anisotropic Filtering and MipMap Bias should only be made when necessary, as they can impact the rendering process and, in some cases, introduce artefacts like Moiré patterns or jittering.
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Export a wireframe from modelling software to use as a mask
When working with Substance 3D Painter, you can overlay a wireframe via a layer and a texture if you can get that from your modelling package. For example, in Maya, there is a specific node for it. However, you can also export the wireframe from your modelling software and use it as a mask in Substance 3D Painter.
To do this, first, export the wireframe from your modelling software. You can use any modelling software of your choice, such as Maya, Blender, or any other software you are comfortable with. Make sure to export the wireframe as an image file format that is compatible with Substance 3D Painter, such as PNG or JPEG.
Once you have exported the wireframe, open Substance 3D Painter and create a new project or open an existing one. In the project, you will need to create a new fill layer that will be used to display the wireframe. To do this, click on the "+" icon in the "Layers" panel and select "Fill" from the menu. This will create a new fill layer.
Now, you need to assign the exported wireframe image as a texture to this fill layer. Click on the "Texture Set Settings" icon (it looks like a cogwheel) in the "Properties" panel and then click on the "Texture Set" tab. Drag and drop your exported wireframe image file onto the "Base Color" slot under "Diffuse/Albedo." This will assign the wireframe image as the texture for this fill layer.
Finally, adjust the opacity of the fill layer to your preferred level. By reducing the opacity, you can control the visibility of the wireframe. You can also add additional fill layers with different wireframe images or colours to create a multi-layered effect if needed.
By following these steps, you can effectively export a wireframe from modelling software and utilise it as a mask in Substance 3D Painter, allowing you to reference the underlying structure of your model while painting and texturing.
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Use the UV Border Distance generator for a wireframe effect
The UV Border Distance generator in Substance Painter can be used to create a wireframe effect. This generator is a useful tool for creating trim details on pieces of mesh. However, users have reported issues with larger meshes, where random dots appear, seemingly tied to texture resolution. These random dots can be resolved by re-unwrapping the problematic UV island or removing the Subdivision Surface modifier in Blender.
To use the UV Border Distance generator for a wireframe effect, start by opening the Substance Painter software. Import your 3D model or create a new one if you're starting from scratch. Familiarize yourself with the interface and display settings to ensure you have the right viewport settings for your project.
Once your model is loaded and the interface is set up, access the UV Border Distance generator. This generator will create a mask based on the borders of the UV shells of your model. You can adjust the settings to define the thickness and intensity of the wireframe effect. Play around with different export resolutions to see how it affects the appearance of the wireframe.
After applying the UV Border Distance generator, you should see the wireframe effect on your model. You can further refine the effect by using additional tools within Substance Painter, such as adjusting the texture filtering and mesh wireframe settings. Remember to experiment and preview your work to achieve the desired result.
By following these steps and utilizing the UV Border Distance generator, you can effectively create a wireframe effect in Substance Painter. This technique can enhance your 3D modeling and texturing workflow, adding unique details to your creations.
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The grid unit is displayed in the bottom left of the viewport
To display the wireframe while painting in Substance Painter, you need to adjust the viewport settings. The viewport settings control the display of the viewport, including the texture filtering and
To access the viewport settings, go to "Painter", then "Interface", and select "Display Settings". Here, you can adjust the grid settings to display and control the drawing of a 3D grid inside the 3D viewport. The grid divisions are automatically based on the current camera level of zoom and angle.
The current grid unit is displayed in the bottom left of the viewport. This allows you to see the wireframe while working in the viewport. You can also overlay the wireframe via a layer and a texture if your modelling package supports it. For example, in Maya, there is a specific node for this feature.
By adjusting the viewport settings and utilising the grid and wireframe features, you can effectively display the wireframe while painting in Substance Painter.
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Frequently asked questions
In Substance Painter, the mesh wireframe can be controlled in the Display Settings. Alternatively, you can overlay the wireframe via a layer and a texture if you can get that from your modeling package. For example, in Maya, there is a node for it.
You could always export the wireframe from your modelling software and use it as a mask. One of the best ways to do this is by using the UV Border Distance Generator.
The Anisotropic Filtering and MipMap Bias allow you to control the display of textures in the viewport. The MipMap Bias setting forces the use of very sharp textures for pixels that are far away or at oblique angles, but in some cases, they can create Moiré patterns or jittering.
The grid settings allow you to display and control the drawing of a 3D grid inside the 3D viewport. The grid divisions are automatic based on the current camera level of zoom and angle.











































