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The target is to make 100% accurate texture comparing to the physical sample using Adobe Substance Sampler.The process I have been doing is, Importing vizoo scanned maps Changing the measurments Changing the RGB colors Adding layers to enhance the texture Changing lights and Exporting the sbsar file [ CLO and Vstitcher]I have a few concerns regarding this process. Change of the quality [ blur texture and color spots] and color after rendering in CLO - I expected to see high quality render image using Substance Sampler, but it's came as a low-quality render image than without using Substance in CLO.Can't change the color of the sbsar material in CLO.Can't import sbsar file to Browzwear.
The artifact are best described as a faint impression of a gabled roof top.I'm converting older generic textures into PBRWork flow to see the issue.Add a diffuse repeatable concrete wall texture. Some roughness but no pattern.Use the AI Image to MaterialNotice a little seam on the edges of the textures.Turned on Preserve TillingTweaked the roughness settings someExport as tgaSee the artifact.
Hello everyone, my question seems stupid, but I wasn't able to find anything around the internet to solve my problem, which is: I'm not able to pan in the 2D view in substance sampler (steam edition), I can only scroll wheel to zoom, and that's it. The software is updated at the latest available version 3.4.1.I didn't find anything in the preference that I might have switched off accidentally. I tried all the shortcuts but nothing worked for me. I started thinking that the feature might be entirely missing, but in many video tutorials, I've seen people doing the pan. Does anyone know what might be the issue?the last thing I still need to try doing is uninstalling and reinstalling entirely the application, but before that I' thought it might be wise to ask here.Kind regards and happy new year, Riccardo.
sorry If I'm asking basic question...but I've been trying to make this happen from couple of days, readed help, watched couple of tutorials but seems I've been missing some basic step. If I go 3d object, import data set, there I will give some photos of object. My 3d geometry is made and I have nicely previeved texture of bricked wall. On other side UV of my scann is messed but I am aware that this is the part of scan process. Can I crop somehow my 3d object to focus just on part that came out nicealy and would be good for trying tileable step ? or maybe I should somehow arrange my UV properly, then I would be able to just crop it with square and then I would have what I am trying to achieve... I'm really confused but maybe this is a part where painter or designer come in ?
Hi all, I am in the process of learning 3d modeling for archviz in an effort to expand my capabilities. I am somewhat new to material authorship and brand new to the Substance suite. One of the biggest challenges I am trying to navigate right now is figuring out how to replicate the actual brick selections that we use. I was wondering what the best method was to go about tackling that. I tried to use Sampler to create a material from a photo from the manufacturers website, and it sort of worked but I couldn't get it to tile correctly. Is it better to keep trying to fine tune that in Sampler, or is it better to try to create it from scratch in Designer? Does anyone have a resource or two that they could point me to to get me started? Thanks in advance for any advice.
I have the latest version on sampler and i'm trying to use the new photogrametry feature. I can upload images but as soon as I click to prcess the images sampler Crashes. Does anyone else have this problem? Is there a fix? I'm on mac with an i7 processor and 40GB of ram with the radeon pro 580 grahics card.
We released a small hotfix update for 3D Sampler.Version 44.0.1 Banana(Released: February 07, 2023)Fixed:[3D Capture] When using masks, the texture projection may be broken[3D Capture] Artefacts may appear on your object[3D Capture] The exported mesh may be really smallKnown Issues:[3D Capture] FBX and OBJ exports downscale the result[3D Capture] 3D Capture is available on MacOS even if your hardware is not compatible. Check the documentation.[3D Capture] Crash when the mesh reconstruction is done.[Layers] Content-Aware Fill can be stuck if you tweak layers below[Color Picker] Picking a color on a second monitor with a different resolution may not work[Content] Shape light widget is not working in spherical projection mode[Interoperability] Material with displacement sent to Stager will lose displacement controls
When I move Sbstance Sampler window to my LG external display, the mesh center moves to the corner and I can't center the item and orbit the object properly. The camera insists rotating around some point off center. There is no problem when working on my Macbook Retina screen.
I reported a major bug on Thursday, Feb. 2. The issue is that Sampler suddenly will not open a Sampler project file that is critical to my work. I reported the bug via Sampler's Report Bug feature. A day later, I received a response from Baptiste saying the following: "Can you try to delete the following folder /AppData/Adobe/Adobe Substance 3D Sampler and open your project again? Otherwise, can you send the project file ?" I replied immediately on Friday morning with the following two questions: 1) Baptiste, for the delete, are you referring to the "Adobe Substance 3D Sampler" subfolder in the "Local" ( C:/Users/Me/AppData/Local ) or "Roaming" ( C:/Users/Me/AppData/Roaming ) folder? 2) I'll try deleting the referenced file and see what happens. If I need to send you the file that is not opening, how would you like for me to send it? I can use Dropsend, which sends you a download link via email. Will this work for you? It is now Mond
Hello, I wish to create a rug texture but, I'm not sure if it is better to do it in designer or sampler. The pattern is fine, it's a picture, the missing part is the brushed wool effect. Any hint?
Hello, In my project, I'm using a PNG with two colors and an alpha. Is there any way to turn one of the color to an alpha? I've tried several things but if the color becomes transparent, the embroedery properties are not used in the render.Of course it is possible to duplicate and use a PNG where the color is transparent but that would be nice to be able to use two modes : one where the color is opaque, one where the color in transparent, a non destructive way. Is there any possibility to do that?
Image to Material.I imported an image, done a lot of work, then realised when tiling that I need to adjust the source image in Lightroom (radial masks to desaturate and brighten some areas) and then bring it back to Sampler, but it would be a huge nonsense to redo the whole work.How can I reimport an image and let Sampler apply all the work (filters and parameter values) I had done to the previous version?
Hi, I'm using a custom filter in Sampler on top of a metallic material. Regardless of how I configure my filter (with opacity output, opacity in the alpha of the basecolor, black metallic channel) I have the metalness of the base material applied to what my filter is generating. I.e. I cannot get rid of the metalness of the base layer. Any idea how I can set up my filter to prevent this?
How do I import my own mesh? the default meshes come with ratio Width 1 by Height 1.I work with different ratios and when I use th edefault meshes, the texture/material is streched and ugly, I actually can't see what I'm doing because of that, I have no idea what the result will look like.
Hi,I have a sbsar that I exported from SD and it's working fine, what you see on the screen is what I get when I load the sbsar into a 3d sampler. Exporting sbsar from sampler and exposing all the same parameters again, I lose the default green colors and all the existing presets...Any ideas on why this happens? Thank you.
I have reported this issue previously and I want to open this issue on the forum. The issue is with the original, starter, image DPI's changing from input to final render. As an example, I start with 1024 X 1024 300 DPI .png, tif or .jpg image, and the exported base, diffuse, material DPI is not as the input image's DPI. Examples attached.Thanks, John
I'm creating a fabrics with pattern and I want to apply glitters only to some details of the pattern itself.I use the .svg file created in Illustrator (here attacched) and the color pattern, black and white pattern are esactly the same. They overlap perfectly.When I use the B&W pattern to apply glitters using a Custom mask input feature, the mask doesn't match in any place but only in some part of the pattern.You can see the screenshot here attacched and the Sampler file I used to create the fabric material.You can download all the original files here below.This is an education project not a commercial project.Thank you in advance for any help and suggestion to solve.
I have made embroideries in Substance Sampler earlier this fall, exported as sbsar file and used them in Vstitcher and that has been working fine (the displacement map is not working but I have a workaround for that so no problem).But a few weeks ago I needed to make a new one and could not import in to Vstitcher. I have asked them and I don't think it's an issue with Vstitcher. I noticed the files were very small compared to the old ones that are working still, so I tried to not compress them but it still does not work.Can you help me with this?When I dont change the compress setting the file is super small (47 kB). The old ones that are working are between 2100-27900 kB in size.See attatched one of my test files that are not working to import to Vstitcher.
Version of the app: 3.4.0Windows 11 Hi!I ve just stumbled accros a problem (likely a bug) while using the perforate filter.So, everything work fine while using the perforate filter as shown in the image below: But, Once I add a Floor tiles filter over it, the pattern is ajusted to the foor tiles but the hole pattern is kept the same as shown in the image below (Floor tiles filter has the material scale set to 4 and the rotation mode set to randomized): Is this is a Bug or do I have to change some settings? Thanks in advance.
Hello, I've been attempting to follow the Substance 3D Sampler First Steps: Embroidery & Weaves tutorial to create an embroidered patch https://www.youtube.com/watch?v=mdjKy6JlQRs, and I've ran into a problem where the embroidery filter and a fabric material that I've added are coming in at an extremely large scale. I've tried using different pngs at different resolutions, changing the embroidery scale, the thread size of the embroidery, and a few other things. I'm also using a clean install of 3.41 and have not changed any settings. My process is the same as the video, create a new project>drop png into the layers panel (use as bitmap)>add an embroidery filter above the png layer. Below is an example of the embroidery and denim fabric scale. Any help would be greatly appreciated.
I can pan the object only, so the middle mouse button just rotates the object and doesn't center the material sphere in the view. The sphere with my b2m material is pinned to the top right corner of the viewport. I'm on macOS Catalina 10.15.7 and I just installed substance sampler today.
Hello, while trying to make tiling textures for a videogame, I've encountered this issue: Image to material leaves serious gradients on not only the four sides of an image, but also in the middle. Obviously, I've activated the Preserve Tiling Button. While it is not technically a seam, the heightmap looks bad when applied on an object, because of the deep crease created by the software. Interestingly, this only happened in the deep/dark areas. The raised areas are basically perfect.Different settings in small/med/large details did not fix this. Logically, the central gray zone should have no large gradients. We can even see 45 degree pale lines, as if this was some kind of bake on a sphere. There seems to be no options to control the Preserve Tiling. So I don't have other levers to change the behavior. 1. v 3.412. PC, Windows 103. Image To material with a texture with dark zones, activating the Preserve Tiling4. The flat areas should be flat in the heightm
Hi Guys, I have a photo of a small floor sample I would like to use as a material in a 3d model. How can I use 3D sampler/photoshop to create a material with enough variations of the sample to not look like it is just a repeating photograph. The sample photo looks like this. Thanks for your help.
So far I've noticed Sampler displays filter presets differently it seems depending on the amount of presets available: when only a few presets, it renders them so they appear visually, which is fine. When there are more presets, it displays them in list. This is a problem when there are many presets (like more than 10 etc.) at this takes a lot of vertical space before being able to edit the filter parameters. Another problem is Sampler does not respect the ordering of presets made in Designer, it sorts them alphabetically, which contradicts the custom sorting ability Designer provides. So my requests are:1/ Display long preset list in a combo box, as this is the case in Designer or Painter.2/ Respect the ordering of presets made in the SBSAR.
Sampler doesn't display parameter descriptions for custom filters. This is very inconvenient for users of these filters not to be able to access this inline help. Please add support for parameter description in Sampler.
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