Layers can be masked in order to display/apply their content only on specific parts of the texture. The mask works as an intensity parameter over the content of the layer. A mask on a layer is always in grayscale, no matter what content you use to paint over it (therefore any colour will be converted to a grayscale value before being painted).
Masks in Substance Painter are tools that control where an effect, material, or layer is visible on a model.
They work like stencils. A mask decides which areas are shown and which are hidden, without deleting any data.
White areas of a mask = visible.
Black areas = hidden.
Grey values = partly visible (useful for blending).
This non-destructive system means you can change or remove the mask without damaging your texture work.
The most basic type.
You add a mask to a layer, then paint black, white, or grey values directly.
White reveals the material, black hides it, grey blends.
Useful for hand-painting details like scratches, stains, or controlled effects.
Example: Painting mud splashes on boots by using a soft white brush over a black mask.
Procedural masks created using mesh information.
They use baked maps like curvature, ambient occlusion, world space normals, thickness, and position.
You add a generator to a mask, then tweak settings to control how the mask behaves.
Commonly used for edge wear, dirt build-up, or directional effects (e.g., dust settling from above).
Example: Edge wear generator revealing bare metal where paint has chipped.
Masks filled with a texture, procedural pattern, or image.
They can use Substance Painter’s built-in grunge maps, clouds, scratches, or even custom images.
Great for creating organic variation without hand-painting everything.
Example: Using a grunge map in a fill mask to break up a clean plastic surface with random roughness.
These are masks where you directly use painting tools.
Combine with brushes, stencils, or alphas for detailed control.
Often used alongside generators to fine-tune specific areas.
Example: After applying a dirt generator, you erase or add more dirt manually with brush strokes to make it look natural.
Every fill layer or material can have a mask.
Masks define where that material is applied.
You can stack and combine masks using folders and effects.
Masks are grayscale images, so values from 0 (black) to 255 (white) determine strength.
Adding Dirt to a Model
Apply a dirt material to your model.
Add a black mask to hide it.
Use a generator (based on ambient occlusion) so the dirt only appears in cracks and crevices.
Creating Edge Wear on Metal
Add a steel material.
Place paint on top with a mask.
Use a curvature generator so the paint is worn away on sharp edges, revealing the metal.
Hand-Painted Damage
Apply a leather material.
Add a black mask.
Use a soft white brush to paint scratches and wear exactly where you want them.
Non-destructive: You can edit or remove at any time.
Efficient: Reuse generators and textures across layers.
Flexible: Combine procedural and manual work for precise control.
Realistic results: Generators respond to mesh details, helping create believable wear and tear.