A sneaker textured with MatPlus inside Blender
MatPlus logo MATPLUS Version 1.3

Professional layer-based texture painting, natively inside Blender. The Substance Painter workflow, running on your own material, in your own scene.

Overview

Texture Painting Without Leaving Blender

MatPlus turns Blender's material editor into a complete, layer-based texture painting suite — the workflow you know from Substance 3D Painter, but running on your own Blender material, in your own scene.

No intermediate exports, no FBX or OBJ round trips, and no mismatch between what you see while painting and what you get when you render: you paint on your Blender material, with Blender's engine, and the result is already in your scene. Everything is organised in a non-destructive layer stack built on a node tree that MatPlus creates and maintains for you.

MatPlus 1.3 — built for professional workflows, without ever leaving Blender.
Release

What's New in MatPlus 1.3

Six fronts: taking friction out of your working day, giving you more to start from, new tools for detailing, letting the project travel with you, closing the work properly and widening your control over presentation.

Vector MasksNew ▼
A brand-new effect for anything with a defined contour — panels, decals, paint stripes, cut-outs.

Instead of painting the edge, you trace it with bezier curves, and you can move it again whenever you want. Shapes are drawn on the model in the 3D viewport or on the UV layout in the split view, they stack, and they combine with boolean operations — Union, Subtract, Intersect and Replace. Each one can be a fill, a stroke with a thickness or a ring.

What sets it apart from a painted mask is the per-point feather: every point on the curve carries its own softening handle, which is not a blur on top but a second curve, as in Nuke. The same contour can have a hard edge in one corner and fade softly on the opposite side, keeping its shape instead of rounding it off.

Boolean stack
Shapes stack and combine with boolean operations.
Stitches & Auto StitchNew ▼
For leather, upholstery, clothing and any stitched piece — seams that stay editable.

A seam is not a projected image: it is a curve that lives inside the effect and can be re-edited whenever you want. You draw it onto the model in the 3D viewport or on the UV layout in the split view, and stitches from one space are respected while editing in the other.

The editor uses the keys you already know from Blender: G, R and S move, rotate and scale the whole seam; E starts a new one; Shift + D duplicates it; and inside the stroke you get point insertion with Ctrl, per-point pressure with S, straightening by double click and a Ctrl + Z of its own.

The mirror is not a flat copy: the mirrored seam is projected onto the actual geometry of the other side, so it follows the model even where it is not perfectly symmetrical. And Auto Stitch sews the whole unwrap along the model's UV seams — a switch with state, where every setting rebuilds the seams in place, producing real, individually editable seams.

The Project Travels Inside the .blend ▼
Self-contained projects: sending the .blend is sending the whole project.

There is no global projects folder any more. A project is created next to your .blend file and, on save, its textures are packed inside it with relative paths. Opening it on another machine rebuilds the folder next to the file on its own, with nothing to press.

Projects you already had keep working exactly as before, and the panel offers a Make Self-Contained button to move them to the new model whenever you want — one that copies, it does not move: the old folder stays intact until you delete it yourself.

Make Self-Contained
The legacy project warning and the Make Self-Contained button.
Create Project dialog
The new Create Project dialog: template, colour management and auto-unwrap.
Mask Auto-Cache & Cascading Effect Auto-Update ▼
The change you feel most day to day: no more un-caching by hand, no more stale filters.

Mask Auto-Cache. Caching a mask used to mean locking it. Now, move a slider on a cached mask and it un-caches instantly so you see the change live, then re-bakes the moment you release the mouse. The UI is no longer greyed out, and the system understands paint mode too: it un-caches on entry, re-caches on exit, and swaps by itself when you switch paint layers.

Cascading Effect Auto-Update. Changing something below a baked filter (blur, bevel, slope blur, sharpen, highpass) used to leave its texture stale. Now MatPlus re-bakes everything that depended on the change on its own, in the right order: the effects above it in the same chain, the consumers of a Link in other layers and channels, and the affected cached masks, which are un-cached once and re-cached a single time at the end of the pass.

Editing a cached mask without un-caching by hand: it un-caches live and re-bakes on mouse release.
Skew Correction & Baking from a MultiresNew ▼
Production-grade fixes for the distortion near corners and bevels.

Skew is that distortion that shows up near corners and bevels when projecting from the high poly to the low poly: a rivet that twists as it approaches an edge, lettering that stretches around a curve.

The Skew Correction toggle bakes a second version of each projected map with the rays perpendicular to each face, and then you paint over it with Paint Fix to reveal that version exactly where it is needed. Apply writes the correction into the normal map itself while keeping the original bake aside, so you can repaint and apply again without it piling up.

And when the detail comes from a Multiresolution modifier instead of a separate high poly, the From Multires checkbox adds three more passes: Multires Normal, Multires Displacement and Multires Vector Disp.

Rivets on a plate, before and after skew correction
Output Templates & Flatten GroupNew ▼
Nineteen factory export presets, and a flatten you can go back into.

Output Templates. Complete export presets, Substance Painter style, with nineteen factory formats: Unreal (Packed), Unity URP and HDRP, glTF 2.0, Godot 4 (ORM), CryEngine, X-Plane, Roblox, Arnold, Redshift, RenderMan, V-Ray, KeyShot and more. Stored on disk, so you configure them once and use them across every project.

Flatten Group. Flattening a group is no longer a one-way trip. It bakes every channel of the group into a single layer and switches the folder off, but leaves a button in the group's row to go in and edit it and to update it again as many times as you need, plus Remove Flatten to undo it entirely.

Bake a whole group, then go back in and edit it.
New Display ModuleNew ▼
Environment, camera, compositor effects and viewport controls, reorganised into their own tab.
  • Environment: HDRI gallery with thumbnails, search, and rotation, opacity, background colour and exposure controls.
  • Camera: a MatPlus-managed camera with lens, type and depth of field.
  • Compositer Effects: a post-processing chain with ten combinable effects (bloom, glare, vignette, grain, chromatic aberration, colour correction...).
  • Viewport: the MatPlus Viewport toggle, which switches off the overlays that get in the way while texturing, plus wireframe, shadow, raytracing and performance controls.
Personal Texture Library: "Custom" ▼
Add a texture once, have it in every project.

With Add Custom Texture you pick one or several images from disk, MatPlus copies them into your library, generates their thumbnails automatically and makes them available under the Custom category of every texture gallery: fill effects, material channels, intelligent masks, decals...

The paths have been unified too: there is now a single preference, MatPlus Textures, inside which every first-level subfolder is a library. Adding a new library is creating a folder.

Adding your own textures to the Custom category.
Quality-of-Life Improvements ▼
Progress bars, MP Stats, texture cleanup, layer search, copy/paste and more.
  • Progress bars everywhere. Map baking, exporting and the Smart Material / Smart Mask operations no longer leave Blender looking frozen. Exporting also leaves a summary: how many textures came out, how long it took, what failed and why.
  • MP Stats. The real weight of the active material in three figures — shader nodes, texture memory, and live versus cached masks — with the before/after delta for operations like Flatten.
  • Clean. Deletes the textures in the project folder that no layer refers to anymore, showing you the list and the space you are about to reclaim.
  • Copying and pasting layers and groups. A layer clipboard that works within the same material and across different materials in the project, with layers and with whole groups.
  • Everything scrolls, and a layer search. Every gallery has its own scrollable box, and the layers toolbar has a search field that filters layers and groups across the whole project — including those inside closed folders.
  • Independent brushes per layer. Every paint layer and paint effect remembers its own brush size, hardness and texture.
  • Duplicating individual effects from the three-dot menu or with Ctrl + D.
  • Per-channel work format, so each channel picks the pixel format MatPlus bakes it with internally (sRGB8, L8, L16, RGB16F...), independently of the export format.
  • Combined export. The Combine Materials option exports several materials into a single texture set.
  • Independent Displacement channel, split off from Height and activated on its own.
MP Stats
MP Stats: is this actually paying off?
Layer search
Layer search across the whole project.
Summary of everything new in MatPlus 1.3
Everything else that landed in 1.3, at a glance.
Core

Layers, Channels & Performance

The stack works the way you expect: paint layers, fill layers, groups, blend modes, opacity and a mask on any of them. What changes is what sits underneath — a node tree MatPlus builds and maintains on your own Blender material, so the viewport is already the final result.

PBR channels
PBR channels wired into the Principled BSDF.
User channels
User channels for custom pipeline data.
Layer stack
The layer stack panel.
Effects

22 Generators, 21 Filters, Links & More

Eleven families of effects, stackable on any layer channel or mask, all non-destructive and all live in the viewport.

Procedural generators
22 procedural generators — noise, voronoi, cells, gabor, tiles, bricks, fabric, jeans, knitted, hexagons, herringbone, roof tiles, rustic wood and more.
Filters
21 dynamic filters — blur, slope blur, bevel, sharpen, highpass, distort, HSV, RGB Curve, Map Range, Histogram Shift, Erode, Dripping Rust and more.

The Filters That Do the Heavy Lifting

Every filter is one more row inside the layer or the mask, with its own factor and blend mode, reordered and deleted like any other effect. Seven of the twenty-one are baked to an image instead of resolved in the shader — they carry a resolution dropdown you keep low while you work and raise for the final result. These are the ones you will reach for most:

Blur filter
Slope Blur filter
Bevel filter
Highpass filter
A baked filter adjusted live on a mask — and since 1.3, everything downstream of it re-bakes on its own.
Sharpen
The opposite of Blur: hardens and defines blurry edges by raising local contrast. Mostly used to recover definition at the end of a chain that has been softening the result step by step.
Two New Filters in 1.3New
Erode shrinks or grows the mask by an exact number of pixels with a single signed slider, moving the edge while keeping the shape — sharp corners stay sharp, instead of rounding off the way a blur-plus-threshold would. Dripping Rust spreads rust out of the mask and lets it run down the surface, with the drip direction coming from the baked Position map so the runs follow real gravity and die out on faces pointing up.
Fourteen More, in Real Time
The rest resolve straight in the shader, so they respond instantly, have no resolution to set and cost no bake — Balance, Bright & Contrast, Gamma, HSV, RGB Curve, Float Curve, Map Range, Histogram Shift, Invert, Math, Distort, Random UV, Random Island and ColorRamp Levels. Chain as many as you like without paying for it.
Levels, Fill & Paint
Levels with a colour ramp, fill effects with the full texture gallery and UV or triplanar projection, and hand painting inside the mask itself — with its own independent brush settings.
Sharpen filter
Sharpen
Erode filter
Erode
Dripping Rust filter
Dripping Rust
Automation

Nine Intelligent Masks

Driven by the baked mesh maps, intelligent masks put wear where edges are exposed and dirt where cavities are deep — automatically, and adjustable at any time.

Edge Wear
Dirt
Dust
Curvature
UV Border Distance
Mask Generator
Mask GeneratorNew ▼
The most capable of the nine: it hands you the loose pieces so you can build the mask you want.

It stacks seven sources into a single mask — Thickness, Position Gradient, World Space Normal, Curvature, Ambient Occlusion and two textures — each with its own blend mode, opacity, invert and levels, plus a Global block at the very top. The factory values are Substance's: the geometric ones on Add, occlusion on Multiply and textures on Overlay.

The two vector layers bring their three axes separately, the curvature one brings the Mode dropdown and the four scales, and the texture ones their gallery with UV or triplanar projection. Blending curvature with occlusion and a grunge stops being a chain of four effects.

UV Border DistanceNew ▼
Measures how far each point is from the border of its UV island — white at the seam, dark inside.

That is what trims, piping, clean lines along the cut, seam wear and seam hiding are made of, without painting the outline by hand.

It is the only one that needs nothing baked: its map is computed from the UVs themselves in a fraction of a second when you assign the effect, so it is available from the start, on a brand new project. Its main control, Distance, is in UV units, not pixels: it means the same at 1K and at 4K.

The Curvature, in Four Scales ▼
Sharp, Soft, Large and Huge — what gives the wear its range.

Alongside the Curvature, MatPlus now bakes a second pass: four copies of the map measured at ever wider radii, packed into the four channels of a separate EXR and calibrated against Substance's.

They show up as four sliders on the Curvature mask, on Edge Wear, on Dirt and on the curvature layer of the Mask Generator. With a single scale, anything rounder than a texel lands on neutral grey and the wear comes out weak. There is nothing to tick — they come out of the same pass as the Curvature, they support UDIM, and in an older project without them they are generated on their own.

New in 1.3

Vector Masks & Stitches

Two brand-new effects for the work that used to be done by hand: contours that would come out shaky if brushed, and stitching that would take forever placed one by one. Both are curves that live inside the effect and stay editable forever.

Close-up of stitching on a wooden surface
Stitched leather, upholstery and wood — traced instead of painted, and still editable afterwards.
Mesh Maps

Baking That Drives Everything Else

MatPlus bakes up to 9 different mesh maps — AO, Curvature, Curvature Scales, Thickness, Normal, World Space Normal, Position, Object ID and Vertex Color — with High Poly → Low Poly projection, an automatic adaptive cage, passes from a Multires modifier and paintable skew correction.

Skew correction: paint in where the perpendicular bake should win.
Bake panel
The bake panel: map list, high poly, cage and projection settings.
Baked maps
The baked map set, driving every intelligent mask.
Curvature settings
Curvature derived from the normal map.
Delivery

Export: Nineteen Output Templates

A template decides which textures come out, what they are called, in which format, and what sits in each colour component — and it is not only an export decision: the template you pick when you create a project decides which channels that project starts with.

Set it once, export your way: define channels, map packing and file naming from the start.
Export presets for Unity, Unreal and CryEngine

Nineteen factory formats ship with it: Unreal (Packed), Unity URP and HDRP, glTF 2.0, Godot 4 (ORM), CryEngine, X-Plane, Roblox, Arnold, Redshift, RenderMan, V-Ray, KeyShot and more. Five packing types (Gray, RGB, RGB+A, R+G+B, R+G+B+A), derived maps computed on the fly (Glossiness, Diffuse, Normal DirectX...), name variables ($mesh, $material, $udim...) and subfolders.

Templates are stored on disk, so you configure them once and use them across every project. Factory ones can be edited freely: saving creates a copy of your own, and you can always restore the original. Exporting leaves a summary when it finishes — how many textures came out, how long it took, what failed and why.

Output templates panel
The Output Templates panel, with the nineteen factory presets.
Content

BeFX Library, Smart Materials & Smart Masks

The BeFX Library is a sidebar module wired to the BeFX Cloud, where you grow your local library without leaving Blender — with search, categories, favourites, an Only Available filter and background thumbnail downloads.

More materials, right inside Blender — download without leaving the add-on.
BeFX Library
Five categories: Smart Materials, Smart Masks, PBR Textures, Texture Masks and Brushes.
Local gallery
Once downloaded, an asset is yours: it lives in your local folders, connection or no connection.
Included
Nearly 1000 grayscale textures for use as masks, a variety of custom brushes, and a library of high-quality Hard Surface textures (ZenShaders). Over 360 categorized PBR materials (AmbientCG). Sample scenes (Suzanne, MatBall and MatBall UDIMs) to start playing immediately. Full documentation in English and Spanish, and support via email and Discord.
Painting

Brushes & Hard Surface Textures

The brush engine is Blender's own, extended by MatPlus: brushes, stencils, cloning and paint masks are the native ones, so if you already texture paint in Blender there is nothing to relearn. Every paint layer remembers its own brush settings.

Migration

Coming from Substance 3D Painter?

The concepts map across and much of the naming is deliberately the same, so the transition is immediate.

Concept Substance 3D Painter MatPlus
Environment Standalone app; import the model, re-export the textures Add-on inside Blender; you paint on your scene's material, no round trip
Model organisation Texture Sets (one per material) Blender materials, handled from the MatPlus material list
Layer stack Fill layers, paint layers, folders, masks Fill layers, paint layers, groups, masks (1:1 equivalent)
Channels PBR channels configurable per Texture Set 16 PBR channels into the Principled BSDF, plus 15 user channels
Mask effects Generators, Filters, Levels, Fill, Paint Generators, filters, levels, fill and paint (same effect-stack logic)
Reusing a mask Anchor Points (live reference) Links (baked texture, refreshed with Update)
Mesh maps Bake Mesh Maps Bake Maps, with High→Low projection, Multires and skew correction
Mask Editor Mask Editor Mask Generator, seven stackable sources with their own blend modes
Reusable materials Smart Materials and Smart Masks Smart Materials (.mpsm) and Smart Masks (.mpsmask)
Preview Iray engine / its own viewport Blender's Eevee and Cycles: what you see is your final render
Export Per-engine export presets Output Templates: 19 factory presets, and you can build your own packing
UDIMs Supported Supported