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How to use the same generator not only for color, but also for roughness and heights for example? If I turn on roughness it affects the entire layer, not just the generator pattern.
Hey guys, I have a custom script working for exporting tiff files. All the logic works and Im using a custom preset for converting my custom maps. The issue Im hitting right now is that it always exports every texture in the preset, regardless if it has information in it or not. So now Im trying to find a way to only export textures that have "Is Computed" set to on. I know I can update the script everytime I have a different set of textures that need to be exported but that seems silly. I've looked through the API documention for sampler and nothing stands out that appears to answer this goal. Also I have also tried to make calls to the export api that is standard in sampler export process. The idea here is maybe I can set the active channels in that list and use that as a way of exporting what I need. I was blocked in this attempt too.Curious what you guys think and if there is a way to only export "Is Computed" channel that are on. # Import the necessary modulesimpor
Hello, I have a texture 8k x 4x which I crop to 2k and run Image to Material (AI) over it - problem is it takes ages and once it update I seen insane resolution of the output - what's going on?
Sorry for the long post... but this is very important.Given the recent attention Adobe has been given with regard to their Terms of Service and their confusing responses - for example, telling customers "We don't trrain generative AI models o your content unless you choose to submit it to the Adobe Stock Marketplace" as quoted from the video titled Adobe Terms of Use Update, presented on Adobes youtube channel https://www.youtube.com/watch?v=VETOSYXL7LY. However, if you have Photoshop and have been participating in their Photoshop Improvement Program... then this is EXACTLY what Adobe claims you give them permission to do (see attached image 01). Because without telling customers, they added an extra option and checked the box without users consent. It is titled "I give Adobe permission to use my images and associated data to train Adobe's generative AI models". So now... like so many other people, I have major trust issues with Adobe... which brings me to my
One simple question: Are we allowed to sell the generative textures in our commerical products, like assets? I think e.g. on a room where I generate with Substance Sampler AI a titlable floor and wall texture and sell this product on a 3D asset platform that others artists can use the room incuding the textures for their work.And what is about e.g. and texture asset libary, e.g. for the Blender Asset Browser. Can we use the generative textures for those kind of stuff? (Asking this out of coursity, I'm personally only interested on the upper scenario).
Why is there no dirt filter in 4.4.0????Has this been moved? Removed? Changed?Please explain.Thanks
Hello everyone, a quick question, is it possible to crop a 3D model afterwards? Probably too little exposure in the studio has resulted in excess material that needs to be removed.As a note, I have already made smaller models (vases) and never had a problem. Now with larger (more complicated) pieces the programme has some problems.I have inserted a screenshot, there is something at the bottom that needs to be removed. I would be happy if someone has a solution.Luca
I don’t want to go too far off-subject in a non-Painter forum, but this news is a biggie for us: we’ve just launched a major new release of Substance 3D Painter, including a bunch of new features! Head over to our post on the Painter forum to learn more.
I am working in 3D capture beta. I had 2 questions: 1). Once I do the post processing on my model and build a version I like and click "Add to Project". The model is now in Substance Sampler if I want to return back to 3D capture "Post Processing" is that possible or do I always have to start back over the entire 3D capture process? 2). I have read the following: https://helpx.adobe.com/substance-3d-sampler/features-and-workflows/3d-capture.html. but I am specifically trying to get my UVs as clean as possible. This documentation does not really explain what all of the advance setting do. Is there more documentation on these advanced settings? Cinema 4D remesher does a pretty good job of cleaning up the mesh and reprojecting the UVs but it would probably work better if the UV layout was refined first inside of Substance.
Hello! Can I save the rendered picture in high res from the Substance 3D Sampler to avoid using another 3D software to create my meterial preview? I see on YouTube people show this function was available in earlier versions of the program.
Hello - I'm trying to do something that I'll freely admit is a bit abitious. I'm hoping to use sampler to create a photogrammetry model of a small building site/hillside. I have EXCELLENT drone photography. I'm able to import everything, and everything lines up beautifully. However I find myself struggling to get an output that is as dense and detailed as I like. I work with laser scanned data professionally, and have the CPU/GPU to handle very dense (5+ gig) datasets with ease. I've enabled a Mesh Post Process layer on my mesh after briniging it in from the photogrammetry portion of the app, and tried playing with some of the values, but I can't seem to get anything that's noticibly more detailed. All my exported OBJs come out at like 110 megs, tops. Am I hitting some sort of internal limit of what the software will allow? Also - would be really nice for large objects like this if the texture mapping settings could go above 4096x4096. But really, I feel like the biggest thi
I couldn't find anything about it in the API docs. thanks,Reuben
Hi!I'm having issues with the displacement maps exported out of Substance Sampler. The displacement is giving a very pixelated result, which may be caused by the displacement map being only 8 bit? The base color and normal map have both 32 bits.I tried sereval output formats, but all giving the same result. In Substance Sampler the displacement looks way cleaner.Is there a solution to fix this?Thanks in advance!Sam
I am using the 3D capture beta inside of Substance 3D Sampler. I am photographing the object in studio on turntable but having issues with getting sampler to add the bottom of the model. I photograph from multiple angles 360 degrees then flip the model over and do the same for the bottom but it doesn't seem to merge. Is that something Substance can do?
Hi I hope someone can help me... I am brand new to photogrammetry and have experimented using Adobe Substance to create a 3d scan of a vase with a pretty pleasing result. I know I have a lot to learn but just wondering right now if it is possible to create 3d assets purely in Adobe ready to post/sell on sketchfab for example? In other words does Adobe have all the necessary software to produce a model ready to post with all necessary file types/texture maps ready for game or interior designer/architecture use? Also, what is the opinion of minimum turnaround time for producing one low to medium poly count model from photography through to mark up and posting? Just wondering if this is all worth it as a side hustle or to give up now!
Is there a way to only buy / rent / subscribe to sampler? I noticed that the steam only version is gone, the website here is urging me to subscribe to the whole substance suite, even though I have no use for anything other than sampler. I find 49,59euros per month to be too much when I only want to use sampler. What is the solution here? I mean, I still own a version of bitmap 2 material from a long time ago, I was hoping next time I needed it I could use something more modern.
Are there any updates as to when this feature will be out of beta so customers can begin using it?Could you also please update with an estimated release date for the text to pattern feature.Thanks.
I have tried reinstalling, clearing all the Appdata for Sampler, uninstalling with RevoUn, updated the drivers. No matter what I do, the app won't launch, it launched once when I just installed it for the first time. Here's the log file : ===== New Session =====Mon Mar 25 20:20:35 2024[INFO][License Adobe] Initialize Adobe license system ...[INFO][IPC] Register Instance...[INFO][IPC] Create Server (ID:'algipc- (LsΣ? -23108')...[INFO][IPC] Start Server...[INFO][Debug: ipc.cpp:91 Alg::AppUtils::IPC::startIPCInstance()] local Server ID: algipc- (LsΣ? -23108[INFO][Debug: ipc.cpp:92 Alg::AppUtils::IPC::startIPCInstance()] Save PID: 23108[INFO][Debug: UserSettings.cpp:735 Alg::Settings::UserSettings::initAppVersion()] New application version[INFO][Debug: QQOnboarding.cpp:130 Alg::AlchGUI::OnboardingContent::createModel()] Initialization of the Welcome model[INFO][Debug: QQOnboarding.cpp:82 Alg::AlchGUI::`anonymous-namespace'::createConfig()] onboarding
Going slightly insane here, the instructor in this video is working in a tiled view of the 2D viewport. I have searched every possible option to find a way to enable a tiled view like this in the 2D viewport. https://www.youtube.com/watch?v=vz5j4X6Baw4 It looks very useful for working on tiling. Any ideas?
I'm new to sampler but I've been impressed both with the Image2Material feature and reconstructing a model from several photos. I've done this for a brick wall and pleased with what it has generated out of the box. For I2M for example is there any way to cut out all the bricks to then use in a brick generator that will randomly assign each brick to the pattern to make a tillable larger texture? thanks for any help on this.Rob
I am trying to create a custom export template for sampler that is a modificaiton of the Unreal4 template that includes the height map in the alpha channel. The graph exports as expected w/ 3 outputs, Base Color/Normal/ARMZ tech map from designer, but when I publish to sbsar and import into sampler to use as an export, the channels show up as expected in the export window, but the export hangs, and sampler will not export, stuck at 0%. I have also tried setting the channel usage to the correct usage for the RGB channel, but that exports individual map files, so not sure what I am doing wrong....any help would be appreciated.
Is it possible to export the camera positions of an image sequence along with the reconstructed mesh, eg. as FBX? I want to combine the mesh with the original video (image sequence) in a 3D software like Maya or C4D. While the video serves as background with a tracked camera, the mesh is used for additional 3D effects, enhanced textures, occlusion, etc.. Aligning the 3D mesh manually to the background is pretty difficult as it concerns scale, position and rotation. Having at least one camera position of the first frame would be a very helpful reference. Thank you!
When I try to create a 3D model from a set of images, the process errors out during the "aligning your images" phase. Is anyone else having this problem, or know how to solve it?
Hi, is there a way to automate the installation of plugins to Substance 3D Sampler without having to manually select the plugin from the preferences window? For example, in Substance Designer, you can copy the plugin to the appropriate plugins folder and Designer recognizes it automatically and loads it without requiring any user intervention. Thanks!
Hi! I have been using substance 3D Sampler for Photogrammetry, and at the beginning the 2D view of the UV texture mesh used to appear like the first image attached below. This foggy and organic look. However, it changed to this fragmented UV mesh at the second image attached. I was doing a personal projected with those types of UV meshs, Is there any way to change it back to how it was? Thanks!
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