I'm trying to export anisotropic materials. Seems all fine until I load them into Blender and I cannot see the anisotropic texture on my object. I was told to add emissive to the channels to see if it worked but it didn't when I added the textures to my object in blender.

I'm hoping someone can tell me how its possible, because the Adobe forum, no one has replied.

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1 Answer 1


You need to export the Anisotropy Level and Angle as new output maps.

(Anisotropy Angle -> RGB) (Anisotropy Level -> Grayscale)

Substance Painter Export Settings

Then use those output maps to feed into the Anisotropy and rotation in blender. You may want to add a 'Tangent' node to adjust the radial effect.

You can also use the Anisotropic shader, which I think gives slightly better Aniso lighting effects, but isn't as flexible as Principled: enter image description here (Anisotropic BSDF left, Principled BSDF right) enter image description here

  • $\begingroup$ Could this also be applied for EEVEE render engine? $\endgroup$ Aug 27, 2022 at 12:57
  • $\begingroup$ I don't think EEVEE supports the anisotropic shader. However you could create an export map for the '2D view' and use that to fake it. I'll add that to the answer. $\endgroup$
    – JeffUK
    Aug 27, 2022 at 13:19
  • $\begingroup$ Hi @blenderbreath :). Robin Betts will probably know blender.stackexchange.com/a/168190/78972 $\endgroup$ Aug 27, 2022 at 16:26
  • $\begingroup$ Hi Jeff, which Alpha is this? postimg.cc/3kVvMjPq $\endgroup$ Aug 28, 2022 at 2:12
  • $\begingroup$ @blenderbreath came from the standard blender BSDF, I think it was Opacity (GrayScale) doesn't really do anything! Swapped image with the key. $\endgroup$
    – JeffUK
    Sep 3, 2022 at 14:19

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