SPECIMEN · 022 · § I · AUTHORING · SUBSTANCE PAINTER
PROJECT LAVOS · THE STACK
The asset gets painted. SUBSTANCE PAINTER · LAYER STACK · STENCILS · MASKS · 2014

substance painter.

SPECIMEN 022 · SECTION I · AUTHORING
SIBLING TO · 021 — Designer authors the material; Painter applies it to the asset. ↑ 021 · the source of every map
Designer makes the material. Painter places it. A specific 3D asset, a specific UV layout, a specific set of layers, masks, brushes, and stencils — added on top of the procedural materials Designer cooked. The asset is the canvas; the layer stack is the brush.

The split between Designer and Painter is the cleanest separation of concerns in §I. Designer authors a substance once; the same .sbsar can be applied to a thousand different assets, each parameterised independently. Painter applies that substance to a specific asset, with that asset's own UV unwrap, its own edge wear, its own scratches in particular places, its own decals. The substance is reusable; the paint job is bespoke.

The composition primitives are familiar from Photoshop, but with a 3D object underneath. Layers stack from bottom to top — base material, fill, stencil, mask, effect. Masks scope where each layer applies — a black-and-white channel that Painter computes from the asset's normals (edge wear), curvature (crevice dirt), or world position (top-down dust). Brushes place strokes by hand. Stencils project decals or patterns onto the surface as flat images. The whole stack re-bakes whenever a parameter changes.

The win is iteration. A character TD doesn't paint a hero asset once — they paint, render a turntable, get notes, return to the layer stack, dial a slider, watch the asset re-bake. The look is dialled, not committed. The downstream artifact is the same as Designer's: a coordinated PBR map set bound to the asset's UVs, exported to glTF / KTX2 / USD MaterialX, ready for the runtime to fetch and apply. The composition that built the look stays in the .spp project file as the source of truth.

SPP · CRATE_HERO_01 · UV0 · 4K · 5 LAYERS · BAKE LIVE
60.0 fps · cooking · realtime
Layer stack · top → bottom
05 · Effect — Dirt Pass CURVATURE MASK
04 · Stencil — § I Decal PROJECTION · TOP FACE
03 · Mask — Edge Wear FRESNEL · 0.78
02 · Fill — Brass Base SUBSTANCE · UNIFORM
01 · Base — Primer SOLID · NEUTRAL GREY
Active tool
Type
Solid Fill
Channel
basecolor
Blend
normal
Opacity
100%
Stencil preview
§ I · AUTH
Bake channels
Curvature
baked · 0.2 ms
AO
baked · 0.4 ms
Position
baked · 0.1 ms
World ↦ Tan
baked · 0.3 ms
layer 0 of 5 · committing primer · 0.2 ms
Substance 3D Painter 11.0 · UV01 · 4K bake · OpenGL
CrateHero.spp · the layer stack as JSON (excerpt)
// Substance Painter project layers, top-to-bottom — same order
// as the panel above. Each layer carries a mask channel, an
// effect, and a parameter set that re-bakes when the asset's
// UV / curvature / AO maps change.
{
  "asset": "CrateHero_LP.fbx",
  "uv_set": "UV01",
  "resolution": 4096,
  "baked_channels": ["curvature", "ao", "position", "world_normal"],

  "layers": [
    {
      "id": "effect_dirt_pass",
      "kind": "effect",
      "blend": "multiply",
      "opacity": 0.85,
      "mask": { "source": "curvature", "invert": true, "levels": [0.40, 1.0] },
      "channels": { "basecolor": [0.20, 0.16, 0.12] }
    },
    {
      "id": "stencil_si_decal",
      "kind": "stencil",
      "projection": "planar_y_up",
      "texture": "decal_si.png",
      "opacity": 0.92,
      "channels": { "basecolor": true, "roughness": true }
    },
    {
      "id": "mask_edge_wear",
      "kind": "mask",
      "mask": { "source": "curvature", "levels": [0.55, 1.0] },
      "channels": {
        "basecolor": [0.78, 0.78, 0.74],
        "metalness": 0.95,
        "roughness": 0.32
      }
    },
    {
      "id": "fill_brass_base",
      "kind": "fill",
      "substance": "sbs://brass_polished.sbsar",
      "parameters": { "oxidation": 0.18, "grain": 0.42 }
    },
    {
      "id": "base_primer",
      "kind": "base",
      "channels": {
        "basecolor": [0.55, 0.55, 0.54],
        "metalness": 0.0,
        "roughness": 0.78
      }
    }
  ]
}
Lineage
2003
Allegorithmic founded. Designer ships first; the procedural-material thesis lands.
2014
Substance Painter ships. The sibling tool: take the procedural materials Designer authors, apply them to specific assets via UVs, layers, masks, and stencils. Hand-paint the procedural.
2016
Smart Materials and Smart Masks ship. A "Smart Material" carries its own bake-aware logic — drop it on any asset and edge wear, dirt, and dust appear in the right places automatically.
2018
Adobe acquires Allegorithmic. Painter joins Designer, Sampler, and Stager under Adobe Substance 3D.
2020
The Substance 3D suite consolidates. Painter ships with USD export, Iray rendering, ACES tone-mapping; the cinematic-ceiling bar rises.
2022
UV-on-the-fly authoring matures. Painter can author across multiple UV sets, channels, and texture sets within a single project; the .spp file becomes the asset's source of truth.
2024
Substance 3D Painter 11. Modeling Mode, multi-mesh editing, neural texture features, MaterialX export. Still the asset-side default for every modern PBR pipeline.
Adjacent in the stack
Substance Designer
The sibling. Designer authors the substance once; Painter applies it to a specific asset with a specific UV.
Marmoset Toolbag
Look-dev sibling. Where Painter authors, Marmoset bakes and renders the asset for portfolio and review.
Mari
Foundry's high-end texture-painting tool. Pixel-painting heritage rather than procedural-first.
3D-Coat
Sculpt + texture in one. Different center of gravity; same § I slot for asset-side material work.
MaterialX
The export target. Painter writes MaterialX-compatible PBR map sets bound to the asset's UVs.
USD
Cross-tool interchange. Painter exports the asset + its baked material as a USD package.
layer · mask · stencil.
SPECIMEN 022 · MMXXVI
§ I · AUTHORING
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