
Texture masks are essential for blending multiple textures seamlessly or adding realistic wear effects like dirt, grunge and leaks.
These are grayscale textures (where white reveals and black conceals) enable precise control over texture blending.
In this guide I will walk you through 3 options to creating perfect dirt, leak, grunge texture masks using Substance Painter.
I have a scene set up in Substance Painter with a tiling plane mesh imported to test seamless repetition. You can see how I set this up in this tutorial here. I will also be working with texture resolution at 2048×2048:

Switch viewport display to Base Color only to eliminate lighting. It'll be easier to see what your mask will be doing this way.

Always remember: White reveals information, black conceals it and grays create various transitions in-between.
This option will create general-purpose, tiling mask ideal for overall dirt, grunge or random blending.

In the Grayscale property of the Fill Effect, drag a texture from the Library - Textures:

Tweak properties for this Mask Texture such as (Balance, Contrast, Tiling etc.) until satisfied.
Here is the result of the mask:

Export: Right-click on the Black Mask Fill Layer icon and choose Export Mask to File.

This mask texture is saved as 16-bit grayscale but you only need 8-bit and preferably RGB so you can pack more textures into individual channels. To make this conversion, open up this exported mask texture in Photoshop.

This produces a clean, tiling mask ready for blending two textures (e.g., concrete base + dirt overlay).
Perfect option for accumulation effects like ground dirt buildup or downward leaks.
Use the same base set up as in Option 1.
In the Grayscale property of the Fill Effect, drag one of the following black/white textures from the Library - Textures.


Create another Fill Effect to appear above the first Fill Effect. In this Fill Effect Grayscale property, drag a texture from the Library – Textures.

Change the top Fill Effect's Blend Mode (e.g., Subtract, Overlay, Multiply) for best transition with the Fill Effect below.

Adjust parameters for each effect:
Continue changing properties for both Fill Effects until you like the result.

When done, Export as before in Option 1 and convert the texture mask to 8-bit RGB.
You can manually paint in black or white values to change how your final mask will look.


When done, export as before in Option 1 and convert the texture mask to 8-bit RG in Photoshop.
This final option works similar to option 2 but instead we'll use a Generator.
Use the same base set up as in Option 1.
Now instead of adding Fill Effect into the Black Mask, Add Generator instead. Then in properties, search and select Position generator:



Then adjust various properties of the Generator:
Add a Paint effect for manual tweaks if needed.

When done, export as before in Option 1 and convert the texture mask to 8-bit RG in Photoshop.
This method consolidates controls into one Generator for quick positional texture mask creation.
Here is how to quickly use the created texture masks in UE5.
You can now use the texture masks as part of your Material in UE5. Here is a quick setup for blending between 2 color textures using a Lerp and the created texture mask:

Another result in UE5 from one of the masks with gradient transition from the bottom:

If you're new to Substance Painter or want to get back into then in this complete tutorial course I will show you how to texture with Substance 3D Painter in ONLY 6 hours.
Home Terms of Use/Trademarks/Disclaimers Privacy Policy Donate About Contact
All content on this website is copyrighted ©2008-2024 World of Level Design LLC. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of AlexG.
Template powered by w3.css