- Substance 3D home
- Home
- Getting Started
- Getting Started overview
- Activation and licenses
- System requirements
- Project creation
- Export
- Export overview
- Export window
- Export presets
- Export overview
- Glossary
- Performance
- Getting Started overview
- Interface
- Assets
- Substance 3D Assets
- Color picker
- Display settings
- History
- Layer stack
- Main menu
- Project configuration
- Properties
- Settings
- Shader settings
- Texture Set
- Toolbars
- Viewport
- Miscellaneous
- Assets
- Painting
- Painting overview
- Tool list
- Straight line
- Lazy mouse
- Symmetry
- Fill projections
- Presets
- Presets overview
- Creating and saving presets
- Creating particles presets
- Photoshop brush presets (ABR)
- Dynamic strokes
- Advanced channel painting
- Vector graphic (.svg & .ai)
- Text resource
- Effects
- Baking
- Content
- Creating custom effects
- Importing assets
- Creating custom effects
- Features
- Automatic UV Unwrapping
- Physical size
- Smart Materials and Masks
- Subsurface Scattering
- Dynamic Material Layering
- UV Reprojection
- UV Tiles
- Color Management
- Post Processing
- Iray Renderer
- Plugins
- Sparse Virtual Textures
- Custom Shaders
- SpaceMouse® by 3Dconnexion
- Universal Scene Description (USD)
- Send to
- Technical Support
- Performance Guidelines
- Configuring Pens and Tablets
- Exporting the log file
- Exporting a DXDiag
- Technical issues
- GPU Issues
- Crash when working with overclocked GPU
- Forcing the external GPU on Mac OS
- GPU drivers compatibility
- GPU drivers crash with long computations (TDR crash)
- GPU has outdated drivers
- GPU is not recognized
- GPU is not recognized and is mentionned as GDI Generic
- Issues with Nvidia GPUs on recent Mac OS versions
- Multi/Bi-GPU
- Running on integrated GPU
- Painter doesn't start on the right GPU
- Startup Issues
- Rendering Issues
- Stability Issues
- Miscellaneous Issues
- GPU Issues
- Workflow Issues
- Export Issues
- Tools Issues
- Project Issues
- Library Issues
- Viewport Issues
- Plugins Issues
- License Issues
- Pipeline and integration
- Installation and preferences
- Configuration
- Resource management
- Scripting and development
- Scripts and plugins
- Shader API Reference
- Shader API overview
- Changelog - Shader API
- Libraries - Shader API
- Lib Alpha - Shader API
- Lib Bayer - Shader API
- Lib Defines - Shader API
- Lib Emissive - Shader API
- Lib Env - Shader API
- Lib Normal - Shader API
- Lib PBR - Shader API
- Lib PBR Aniso - Shader API
- Lib Pom - Shader API
- Lib Random - Shader API
- Lib Sampler - Shader API
- Lib Sparse - Shader API
- Lib SSS - Shader API
- Lib Utils - Shader API
- Lib Vectors - Shader API
- Parameters - Shader API
- Shaders - Shader API
- Release notes
- Release notes overview
- All Changes
- Version 10.1
- Version 10.0
- Version 9.1
- Old versions
- Version 9.0
- Version 8.3
- Version 8.2
- Version 8.1
- Version 7.4
- Version 7.3
- Version 7.2
- Version 2021.1 (7.1.0)
- Version 2020.2 (6.2.0)
- Version 2020.1 (6.1.0)
- Version 2019.3
- Version 2019.2
- Version 2019.1
- Version 2018.3
- Version 2018.2
- Version 2018.1
- Version 2017.4
- Version 2017.3
- Version 2017.2
- Version 2017.1
- Version 2.6
- Version 2.5
- Version 2.4
- Version 2.3
- Version 2.2
Corrupted texture error message
Corrupted textures in a project will cause failures during the saving process and can lead to projects being entirely corrupted and non-salvageable. However this can be manually fixed.
A corrupted resource manifests itself in the log when opening a project with an error message similar to this one in the log window :
Fixing a corrupted resource reference
1 - Finding the resource
The first step when an error appears it to find and identify the problematic resource.
In most cases the culprit is from the Mesh maps (baked textures). A quick way to verify that is to look at the mask generators in the layer stack.
Corrupted resources will look like this:
To make sure, try clearing the slot and manually re-affecting the bake. If the red cross thumbnail is still here it means the resource is corrupted.
2 - Replacing the resource
To replace a corrupted resource, all the references to it must be removed first. If the current is relatively small, this can be done manually.
However if the project spans across multiple texture sets or lots of layers, the Resource Updater can be helpful to locate the corrupted resource and replace it temporarily with another one.
- In the cased of the baked textures, don't forget to also clear the Mesh Maps slots in the Texture Set settings window.
- Bakes that are only used in the Texture Set Settings like the normal map could also be corrupted. Try removing them as well if errors persist.
3 - Cleanup
Once all references to the corrupted resources are gone, perform a Clean of the project from the main menu (File > Clean).
This should remove all the now unused corrupted resources from the Project. It is possible to verify by browsing to the Project tab in the shelf to make sure all the problematic resources are gone.
4 - Save
After the cleanup, try saving the project :
- If it saves without error the project is now free from corruptions (Mesh maps can now be rebaked and resources reimported).
- If errors remain this means there is still a reference to a corrupted resource in the project.