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Sampler used to take in custom identifiers for channels when I imported my own .sbsar, but not anymore. Example: I am using the SPECULAR channel as I do not need it for my project, and named the label & identifier ''Packed_MSK''. We need to pack things a certain way for our project.It used to take the identifier that was set within the sbsar. I am not sure when this happened with the last updates, but now it will refuse to take anything else than the usage, this example being specular. This is causing an issue for other artists as they would have to rename everything everytime they make an export.
Hello,I’m a beginner to Sampler and it’s driving me crazy...I have a texture created in Photoshop:6 vertical green stripes A black gap separates each stripe from the next 4096 × 4096 resolutionI import it into Sampler to create a texture from an image.I reduce both the micro details and large details to the minimum.I add a Brightness/Contrast layer to the Height map.I apply a vertical stripe mask that exactly matches my original texture.At that point, the lines in my texture become distorted, with peaks and depressions appearing. The stripes are no longer perfectly vertical, even though they remain perfectly straight in both my Albedo and Height maps.Why me ?Thanks for helping.Best regards.GP
I personally find Sampler quite awkward. Most of what it’s supposed to do is easier to do in Painter. So it looks a bit like an extra leg. It’s besides the fact all Sampler tools do not exactly what you wanted but rather its own something. Starting with depth combine. Same as default Painter tools to be honest. All those gazillion sliders you have no idea how they work deep down and what actually happening that altogether drives your hand for you vs proper other way around. But at least its comparatively easy to do your own sbsar tools for Painter and live with that. Whenever I try Sampler I have to fight with it . it’s always a certain naive look in materials I couldn’t weed out because of a lack of exact control. Especially with everything AI driven. AI rather drives me mad always doing something super repetitive, naive or in case of photo to height something smooth, bloated and unnatural. Maybe embroidery tool do nice and that’s all. So
I recall text to material Ai generation by prompt. It worked slightly better than just image to material Ai which is still pretty useless. But I can’t find it now. Have it been retired or something? Or became separately paid ?Not that I used it much before. Too small 1x1m textures , too repetitive, not especially good in general but would like to give it another try just to see if any progress been made.
Hello adobe community - After updating Sampler to 6.0, I am unable to preview the finished material output size while using the crop tool? I am following this process for my workflow: https://experienceleague.adobe.com/en/docs/substance-3d-sampler/using/features-and-workflows/end-to-end-physical-size-workflowPreviously, I would import a raw scan sample, set physical size using the metadata DPI, and use the crop tool to get a square tile for repeating. Because I am exporting the textures into a different program, I would crop and tile the material to a predetermined size in substance.After the 6.0 update, when using the crop tool, the output material size width and height does not update? I have tried toggling layer inputs, layer outputs, and material outputs in the 2D view to no effect. The physical size window panel under Output material also does not update.Is this a bug or expected behavior? If so, where can I find what my final material output size will be post-crop?
Hello, I’m running into an issue with the Substance 3D Sampler being unable to get past the splash screen. I’ve tried the latest version, version 5.0, and one of the 4.X versions and had the same issue on all of them. Until today when I immediately ran into the issue, I don’ think I had ever installed or launched Substance 3D Sampler before, and I did restart my PC between installations for both Sampler and Nvidia drivers.I tried deleting the contents of C:\Users\username\AppData\Roaming\Adobe\Adobe Substance 3D Sampler as mentioned in this thread,but the issues persisted.Here are some hardware/software specs as well as my log file.AMD R9 7950X3D, RTX 5080Using the latest Nvidia studio drivers, version 591.74Windows 11 Pro 25H2 , OS build 26200.7623
When I export material data from Adobe Substance Sampler as .Sbsar files and import them into Vred, the material colors aren't reproduced accurately. However, since Vred doesn't allow color adjustments, this makes it unusable. How do you all solve this problem?
Sampler Whenever I try to use AI "photo to material" I still get something so so until it's a special photo where dark pixels means deeper that works perfectly ok without any AI. But it's usually a rare case so I tried with a manhole photo I actually need to turn into normal map . I selected "ground" option. Others looks even less accurate. Those rectangular things You can see should be down for example. Is there anything to improve the result for better feature recognition ? Maybe some clue for AI as a text or something? or maybe some helper tools ? Maybe some small localized vector images saying this feature have to be up and this down ? Maye a complete vector image with all the patterns AI could stretch/deform the original image to be matching 
OK so I've been using sampler 30 for months now and I have test it extensively for hours on the most recent version of sampler as well as the other versions after 4.1.1. These three materials were created using image to material and the version 4.1.1. After hours and hours of fiddling and playing around with the new options 5.1.0 gives us.. It gives us the options to choose what material we are scanning. For instance ground, ceramic, cement, etcetera. And each one of these are simply inferior to the 4.1.1 version of image-material scan. It did not have a specification for the material you were scanning. (by scanning I'm simply I2M). These results are profound we terrible and having just finished comparing the versions yet again I find it no easier to use and are as good as the I2M in Sampler v4.1.1. Please give us your have a "none" category. Bring back the I2M of S3Dv4.1.1 please.
I have an educator account and am preparing to teach a game class next semster. I just learned that I can generate 3D models from photos using Substance 3D Sampler which would be great for my students. I downloaded Substance 3D Sampler but for some reason the actual procesture to convert images to a 3D Capture procedure is greyed out in the interface. Am I missing a step or did Adobe deactiveate this function from the software? It would be super useful it if worked.Thanks
Sampler is not loading anymore after a crash on Windows 10. I've tried un-installing through Adobe CC, re-installing, restarting, using IObit to uninstall again, re-install again and I'm unable to launch the program. Pretty much stuck. Any help is appreciated!
Im creating basic image to texture fabrics for renderings of furntiure. Really only need diffuse, specular, roughness and normal. I think im missing something. I can't ever seem to get the vivible pattern to go away. Tech notes:- Mac studio with M1 Sonoma 14.6.1. Any tips? Thanks,MDW
A couple month ago I tried to use Sampler AI to do something I codn't find in texture libraries . A racing track curbs. Got nothing really useful unfortunately , always wrong scale, never an exact size I ordered. Tried to turn actual photo into material - Sampler did it no better than old style crazy bump . Brighter pixels are higher and that's all . Tried it for a grass edge , a bit better but still quite bad . I very much would like to figure out what kind of materials and in what cover scale it is trained to work ? I see it works nice for small 1x1m textures of artificial materials with man made patterns . Right? Would it be a better idea to generate an image of proper size in Photoshop or elsewhere and bring to Sampler for image to material AI only? It seems as
Hello Adobe Support,I have been experiencing a persistent issue with Substance 3D Sampler 5.x on my system, and after extensive troubleshooting with NVIDIA support, the issue still remains unresolved.Problem Summary:Sampler 5.x works correctly right after a clean Windows installation.After 1–2 weeks of use, the application suddenly fails to launch.Version 4.5.2 works without any issues.Event Viewer consistently shows errors related to vulkan-1.dll during the crash.The issue only affects Adobe applications (Sampler and Designer). All other games and applications using Vulkan run without any problems.Steps Already Taken:Multiple clean driver installations (both Studio and Game Ready drivers, using DDU and NVIDIA Cleanup Tool).Tested on both Windows 10 and Windows 11 – same issue occurs.Performed multiple full OS reinstalls (4+ times) and confirmed the same pattern:Works after a fresh install → fails to launch after some time.Tried with offline local Microsoft account (not cloud-linked).D
I have been capturing materials with the z captis scanner. While I dont have a lot of experience with sampler, I have been using substance and designer for a few years. I get this extremely odd error when I try applying the auto tiling feature to my scanned materials - all colors are converted to red in some way (attached examples)I cant tell if this is an issue with captis, sampler or maybe even my graphic card. Im using the latest version of sampler and I checked that I have the latest updated drivers for my graphic card.
I am creating a material from an image of a megascans rock, then exporting Unity HD Standard material maps. For some reasons, the basecolor map is much darker than the original image and is unsuble in unity for that reason. The weird thing is that out of about 10 images, this is happening to 6 of them and the other 4 Re exporting with the normal color vibrance as the original. What would make a basecolor/diffuse/albedo map export darker? I tried numerous export settings of PNG, Targa and JPEG and every preset exports these dark basecolor images. Any help would be greatly appreciated! Thanks.
Hello, Thanks in advance for any quick steps on how to make a wood floor cheveron pattern in sampler? Please note that I downloaded a non pattern .sbsar wood from substance source, and I want to make that into a Cheveron Wood Pattern. Attached in an example of the chevron pattern. Thanks,Sandra
Hello,After updating to Substance 3D Sampler 5.1, I noticed that the 3D Capture feature is now disabled with the message “The 3D capture feature is no longer supported.” What makes this even more confusing is that the Creative Cloud product page for Sampler still lists 3D Capture as a main use case, complete with description and promotional images — which suggests it’s still available in the latest version, while it’s not. To make things worse, there’s currently no official way to install version 5.0 (or earlier) anymore:The “Other Versions” option in Creative Cloud doesn’t list it.The Help Center has no download links for older installers. Why the 3D Capture feature has been disabled?Can you provide an official way for users to install Sampler 5.0 (or earlier) if they still need 3D Capture? This would help a lot of users who rely on this workflow. I already posted a short comment under the “Substance 3D Sampler 5.1 has just been released!”
Align matterials patterns by painting is created. Get error after adding Auto Tilling. What is going wrong? Do i need to use it after importing Material? Also how this work? If you're planning to create a tiling material from an image, it's better to use the Auto Tiling filter first, and then use the Image to Material filter.
hello, ive come across an issue regarding importing/viewing materials inside of sampler, like others i too was also effected by the nvidia driver problem, im wondering if its still because of that? ive tried exporting the material to see if anything got exported and only got a roughness mapthxs
Is it possible to create translucent materials in Sampler? I have set the translucency slider to 1 with path tracing enabled but nothing happens?
I am trying to use the API to automate processing of a directory containing some images. I need to set the category under the "basic parameters" section. How can this be accomplished?
Is it too much to ask to have some updated tutorials to help learn this software? There seems to be so many differences (and bugs) between those from 2 years ago now. I'm trying to follow along to the 'official' tutorials on the Adobe channel - I can figure my way around some of the changes but not others. For example - this tutorial that uses the pattern filter - the filter looks completely different with none of the options shown available. I realise I can use the texture generators but they are not giving the same results. Honestly, this could be brilliant software but it's being let down because of out of date resources. What version of Sampler was used for these videos? https://www.youtube.com/watch?v=LXm6e6l5vhw
HiI finally got around to taking a deeper dive into Sampler - first impressions were it looked amazing, fairly simple just what I needed for my 3d work. So far it's been pretty dissapointing!A major problem I have is that the texture generators are just so buggy - for example: I create a parquet floor, the default pattern shows up fine but when I select Herringbone I get nothing, the maps are blank. Every time I try to select a generator for either a mask, roughness map, normal map etc. I just get nothing - what gives???!!!I've got the latest Sampler version and I'm using 2 different computers. I decent spec PC and a 2023 Mac Mini M2 Pro. Same problem on both. Any help greatly appreciated, thanks Steve
Where did I find a course that taught me how to use Substance Sampler properly?The scarce (and often old) tutorials from ADOBE alone are not enough.
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