
Tiling is a method of repeating a texture horizontally and vertically to cover large geometry surfaces. Substance Painter offers two ways to create tiling textures and export them. One way is to bake mesh maps and then drag and drop any smart material onto the plane to see how it will tile. Adjust any layers to make changes. The other way is to create your own tiling plane in a 3D modelling application, export it, and import it into Substance Painter. You can also use the Tiling filter to make your material tileable.
Characteristics and Values Table for Setting Up Tiling Material in Substance Painter
| Characteristics | Values |
|---|---|
| Tiling Method | Repeating a texture horizontally and vertically to cover large geometry surfaces |
| Use Cases | Walls, floors, ceilings, landscapes, or any continuous large surface |
| Texture Creation Tools | Substance Painter, Maya, UE5 |
| Texture Export Settings | Output Directory, Output Template (e.g., Unreal Engine 5), File Type (e.g., PNG, 8-bit) |
| Texture Plane Creation | Create a single quad with specific dimensions (e.g., 900x900 for a 300x300cm wall in UE5) |
| UV Mapping | Select the plane, go to Modify > Unitize to fill the entire 0-1 UV space for texture tiling |
| Export Format | FBX (File > Export Selection) |
| Additional Features | Export with UE5 Mannequin for default scale settings |
| Texture Adjustment | Drag and drop Smart Materials, adjust layers, and bake mesh maps |
| Texture Filters | Tiling filter, Make it Tile filter, Mask, Detect Edges, Transform, Offset, Filtering, Input Size |
Explore related products
What You'll Learn
- Utilise the Tiling filter or the Make it Tile filter to enable tiling for your material
- Adjust the matrix transform values to control the overlap between the underlying and overlaid material
- Export a plane with tiling UVs and paint on it in Substance Painter
- Create a trim texture for props with wood and metal elements using Maya, Substance Painter, and UE5
- Bake Mesh Maps, then drag and drop a Smart Material to preview its tiling effect

Utilise the Tiling filter or the Make it Tile filter to enable tiling for your material
Tiling is a method of repeating a texture horizontally and vertically to cover large geometry surfaces. It is ideal for creating textures for walls, floors, ceilings, landscapes, or any other continuous large surface.
To enable tiling for your material in Substance Painter, you can utilise the Tiling filter or the Make it Tile filter. These filters make your material tileable, but they work in different ways. If the Tiling filter does not meet your needs, try the Make it Tile filter.
To use the Tiling filter, you can adjust the matrix transform values by increasing the X and W values to change the overlap between the underlying and overlaid material. You can also offset the material on the X and Y axes. Select the filtering method to use on resized pixels; bilinear filtering blurs pixels, while nearest filtering maintains the hard edge between them. Adjust the size of the input in pixels on the X and Y axes. Scaling and offsetting your material will generate an overlap, and varying the overlapping edge will help to hide the seam.
Additionally, you can use the Make it Tile filter by importing an image to use as a mask or using a brush to paint a mask directly in the 2D view. You can also toggle Detect Edges to create a more organic transition between material layers. If Detect Edges is enabled, you can adjust the threshold value to find the seam and the smoothness of the seam to avoid artifacts.
Crafting Butterfly Rocks: A Step-by-Step Guide
You may want to see also
Explore related products

Adjust the matrix transform values to control the overlap between the underlying and overlaid material
When setting up tiling material in Substance Painter, you can adjust the matrix transform values to control the overlap between the underlying and overlaid material. This is done by scaling and offsetting the material to generate an overlap, and then varying the overlapping edge to hide the seam. The Tiling filter in Substance 3D Sampler is a useful tool for this process.
To use the Tiling filter, first add it to the top of your layer stack. Then, use the handles to transform the material so that there is sufficient overlap to hide the seam. Scaling the material can be helpful to create an overlap, but it can also result in a loss of detail. Therefore, it is important to adjust the matrix transform values to control the overlap.
The matrix transform values can be adjusted by increasing the X and W values, which will increase the amount of overlap between the underlying and overlaid material. You can also offset the material on the X and Y axes, and select the filtering method to use on resized pixels. Bilinear filtering blurs pixels, while nearest filtering maintains the hard edge between them. Additionally, you can adjust the size of the input in pixels on the X and Y axes.
By adjusting the matrix transform values, you can control the overlap between the underlying and overlaid material to create a seamless tileable texture in Substance Painter. This process can be further refined by using other filters, such as the Clone Stamp filter, to fix any seam and tiling problems.
Primer Over Brick: When and How to Paint
You may want to see also
Explore related products

Export a plane with tiling UVs and paint on it in Substance Painter
To export a plane with tiling UVs and paint on it in Substance Painter, follow these steps:
First, create your own tiling plane in a 3D modelling application. You can do this by creating a single quad with dimensions of 900x900, which will make each quad 300x300cm—a standard wall size in UE5. This will give you an accurate size to determine the scale of your tiling textures.
Next, select the plane and, in the UV Editor, go to Modify > Unitize. This will ensure that each quad fills the entire 0-1 UV space, allowing the texture to tile seamlessly.
Now, export the plane as an FBX file. Go to File > Export Selection, and choose your desired settings. You may also want to export the plane with a UE5 Mannequin to set the correct default scale for tiling textures.
Once you have your exported plane, import it into Substance Painter. Before importing, ensure that you are using the latest version of the software, as Adobe does not offer backward compatibility.
In Substance Painter, you can apply any Standard or Smart Material onto the plane and adjust various properties within the Material Settings or individual layers. If your plane appears spiky, go to Shader Settings and turn off Displacement/Tessellation to 0.
After making your desired adjustments, you can now use this plane for any future tiling texture work. To export the textures for use outside of Substance Painter, choose your desired preset and define your output directory and output template. Select your file type—for example, PNG and 8-bit—and then click Export.
Now you have tiling textures that you can use in your projects, both within Substance Painter and in other applications.
Country Road Painting: Capturing the Forest's Beauty
You may want to see also
Explore related products

Create a trim texture for props with wood and metal elements using Maya, Substance Painter, and UE5
Creating a trim texture for props with wood and metal elements using Maya, Substance Painter, and UE5 can be done in a few steps.
First, create a flat plane in Maya. For this example, a 300x300cm plane is used, with an extra edge at the bottom to separate the texture surface types. This will allow you to assign wood and metal textures to those polygons.
Next, place the UVs of each prop that will be wood onto the wooden part of the UV Layout and the metal props onto the metal part of the UV Layout. All prop UVs should overlap. To make placement easier, set up a Material in Maya to use the Albedo texture so you can preview the results. Ensure the UV Texel Density matches between all props and for each UV Shell.
Now, import the textures into UE5 and create a Material. Assign this Material to all the props that will use this trim sheet.
To create the tiling texture in Substance Painter, apply a Standard or Smart Material onto the plane and adjust the various properties within each Material Setting and individual layers. If using Smart Materials, you will need to Bake Mesh Maps for them to display properly. After Baking Mesh Maps, drag and drop the Smart Material onto your plane to see how it will tile. Adjust any layers to make changes.
You can now export the textures to use outside of Substance Painter. Choose a preset and define your settings, such as the output directory and template, file type, and so on.
This method can be used to create any trim sheet with two different surface types.
Paint a Realistic Palm Tree on Rocks
You may want to see also
Explore related products

Bake Mesh Maps, then drag and drop a Smart Material to preview its tiling effect
To set up a tiling material in Substance Painter, you first need to bake mesh maps. To do this, switch to Baking mode by using the Baking mode button (Croissant icon) in the contextual Toolbar at the top right of the Viewport. You can also use the F8 keyboard shortcut. Once in Baking mode, select the mesh maps you want to bake and adjust the Common settings to your preference.
After baking your mesh maps, you can then drag and drop any Smart Material onto your plane to preview its tiling effect. You can adjust the layers or material settings to make changes to the tiling effect. This process allows you to create seamless, tiling textures that can be used for walls, floors, ceilings, or any large continuous surface.
It is worth noting that there are different methods and tools available to create tiling textures in Substance Painter, such as using the Tiling filter or the Make it Tile filter, which offer various customization options for your textures.
Monet's Vision: The Girls in the Garden
You may want to see also
Frequently asked questions
Tiling is a method of repeating a texture horizontally and vertically to cover large geometry surfaces.
Tiling textures are ideal for walls, floors, ceilings, landscapes, or any continuous large surface.
You can create seamless, tiling textures right inside Substance Painter. First, bake mesh maps, then drag and drop any smart material onto your plane and adjust any layers to make changes.
Choose a preset and define some settings, including the output directory and template, and file type. Then, click export.
Trim sheets are one of the best ways to texture multiple props and environment assets.











































