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Hi guys !The new feature Text to Texture works fine, however i get message " Something went wrong, Please try again later. " when using Image as reference. Anyone encountered this issue ?
Version 4.4 Substance 3D Sampler 4.4 introduces three new generative workflows as beta: Text-to-texture, Text-to-pattern and Image-to-texture. Generative AI features are only available on Adobe version as it requires an Adobe account. Therefore, these features are not available on Steam. Release date: 23 May 2024 Text-to-texture Text-to-texture allows you to explore a new way of creating materials with a text prompt. You can generate a tiled texture from a detailed text description, and keep building on the result via Image-to-material or any Sampler filter to make it uniquely yours. Image-to-texture With Image-to-texture you can create tiled square textures from your own reference image, no matter if it is non square and non tiling. This gets you closer to your desired results without needing to write the perfect prompt. Image-to-texture can also help you save time by creating variations from content yo
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
As you see, I move Cloth Weave to my layers, and an expected error has occured.Maybe, for more a month. Time didnt solve my problem. So anybody save me!(All eccepting Cloth Weave, is working.)
I can't see any difference when siwtching my project settings from OpenGL to DirectX when outputting a Normal Map.I think, this is a bug and should be fixed. I compared two Normal Map Exports. One is Exported with DirectX and one is Exported with OpenGL.The Normal Maps are 100% identical.It only exports with DirectX and OpenGL doesn't seem to work.I was running a test and checked the map inside a game engine, that's using OpenGL.And yes, the shadows are upside down, shows that the export for OpenGL ist not working even when the project is setup with OpenGL.Please can you check and let me know if you can reproduce that issue?DirectX ExportOpenGL Export:
We released a bugfix for Substance 3D Sampler!4.3.3 EMPANADA (Released: 26 March 2024) Added: [3D Capture] New advanced auto-UV parameters during Post Process [Filters] Perforate filter: ability to invert and change the size of the custom pattern Fixed: [3D Capture] Base color can be incorrect on macOS [3D Capture] Crash when processing a new version [3D Capture] Post-Process step can crash on macOS [3D Capture] The Mesh Transform layer can lead to incorrect rendering [Application] Crash when starting Sampler while a previous instance is still exporting [Application] Sampler is unresponsive for a moment when started for the first time [Export] Anisotropy Angle map is not exported [Filters] Adding Cloth Weave to the layer stack can lead to a crash [Filters] Adding Emboss to the layer stack can lead to a crash [Filters] Content-Aware Fill crashes when using 32 bit images [Filters] Emboss: Opacity of the layers below aren't completely overriden [Filters] Fill: Blend mode does not
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 wanted to report a bug that I encountered when autoloading plugins from the folder specified by SAMPLER_PLUGIN_PATH. If the zip file is still in the SAMPLER_PLUGIN_PATH folder when you start Sampler and the plugin has already been installed, Sampler crashes. As a workaround I've included code in my plugins to remove the zip file after the plugin has been loaded. See more details in this post:https://community.adobe.com/t5/substance-3d-sampler-discussions/is-there-a-way-to-automate-plugin-installation/m-p/14441319#M1461 Also separate question. Seems like whenever I create a new post the response is usually pretty quick but when I reply to an existing thread, I usually get no response. Do you prefer if we keep creating new posts or replying to existing threads when we'd like to continue the discussion? Thanks!
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
Can we please have it so that all of the shortcuts are viewable from one of the menus. It is very frustrating not knowing about certain shortcuts... only to stumble across them through forums and the occasional tutorial video... and then have to go to the online manual to view them all. This seems to be an obvious oversight and not very difficult to implement.Thanks.
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 noticed that if I try to use python's print function on python objects in Sampler, it doesn't print anything in the Sampler log window, like it does for internal types like str, list, or dict. See below for an example: class MyObject(): object_attr = "attribute" x = [1,2,3] y = {"a": "b"} z = MyObject() print("printing objects") print(f"x = {x}") print(f"y = {y}") print(f"z = {z}") output: printing objects x = [1, 2, 3] y = {'a': 'b'} z = Normally I would expect something like: z = <__main__.MyObject object at 0x10849b040> as it is, it makes it a little more difficult to debug things using the log output and for a while I thought something was broken in my code when it was just the print statement that was not printing the info I expected.
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 presume this is some sort of bug. Here you can see I have a functional opacity. But when I export as an SBAR the opacity map is not included despite seemingly assigned in the properties.This is very annoying.
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?
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