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1. Substance Sampler version 4.3.3. Empanada2.Windows 10 pro3. trying to export material to substance painter, but with layer brightness/contrast filter on top of image to material layer nothing is exporting to substance even to files.4.SHould export something not nothing Thanks for info
Hi,I saw this short on youtube incorporating firefly into Sampler and was wondering if we have access to Sampler beta. I cannot find it i my CC desktop app.https://www.youtube.com/shorts/g_8vgFRULdYIf we don't have access... do you have an ETA when it will be included in Sampler?Thanks 😉
When a custom filter parameter is of type float2 Position, its controls appear in the 2D view which is great (I'd love to see that working into other Substance 3D apps too...), but the parameters are hidden in the Substance parameter user interface. This is sometimes impractical because in certain occasions we need to access the coordinate values, like to align positions in straight line, copying positions from one parameter to the other.
Get a generic error when trying to submit a photogrammetry job for processing - "An unexpected error has occurred. Please contact technical support via Help > Report a bug..." In examining the log, the error is a File_ReadError: "File read error. Please check network, storage and access rights. ("C:/MyPath/011627.png"). I've tried several things to address this:I've confirmed the files are located on my system drive (same drive as the program).I've moved them up in the folder hierarchy thinking perhaps a long filepath was the issue.I've renamed them to only include numbers thinking that special characters in the filenames were the issue.I've tried using fewer images (I took a total of 240 images - 48 angles from 5 different elevations).I've tried running Sampler with admin priviledges.I've tried importing masks as well as allowing Sampler to mask the images itself.I've tried resaving the files with a different color space because the log had referenced an issue with the sR
Hello artists! If you require high quality Substance 3D icons when publishing your artwork, you can find them in this page: Application icons for artists Icons are SVG files, which means they can be used at any scale. We are proud to empower you with exciting tools and are happy to help you show others that Substance 3D is part of your workflow. Have fun and go make things!
I have tied countless times with IDEAL imagery, it never EVER want to do a 360 capture it always wants to do half a model. (the front but not the back) .. I see here that someone had success: https://community.adobe.com/t5/substance-3d-sampler-bugs/cant-align-images-error/idc-p/14478794#M387 But it is impossible to know what he did because all he says is: "i used substance 3d sampler for photogrammetry. I provided 64 photos.32 images were not aligned properly. But the failed images are successful when taken separately." Can anyone figure what he might possibly mean by 'when taken seperately"? I see in his videos that he got a 360 degree 3d model! but he does not show what he did differently, (of course...) Taken seperately??? What could that mean? THANK YOU!
Hi! I am trying to use the latest photogrammetry feature in Sampler 4.0 and running into issues. I was sent some images by a client of a person standing against a white studio backdrop in same positon and a camera taking pictures around them turntable style. The lighting isnt perfect but fairly neutral, and gets the person from all angles. I used the masking tool to generate masks and almost all of them are perfect (side note: would be amazing to have an easy tool to mask out things or make corrections on the fly for these auto generated ones, some just needed a slight brushing to fix a floater etc) Whenever I hit next steps... no matter the settings I use low or high / sorting order etc I get the error the photos cannot be aligned and to retry. Whenever I retry I get an unknown error telling to submit a bug. I cant for the life of me figure out what is going on, I tried less images, more images etc and still get same error. If I cant use it for stuff even shot in a studio I
No cossigo hacer un objeta 3d desde las imagenes, tengo varias vistas que me ha dado el cliente, pero me da error al procesarlas, son vistas distintas sacadas de un producto en inernet, yo las he igualado como he podido para que tengan un encuadre parecido y las he pasado a B/N porque solo necesito el modelo para luego imprimir en 3d. Podeis decirme cual es el error?Hay solución? es muy importante
HiI have a question about the size of the generated .png for Delighter (Al Powered)Is it possible to set the size of a single layers Delighter (Al Powered)The same size as the base layer TileOK.tif (4078x4078)
¡Hola comunidad de Adobe! Recientemente, me aventuré en el emocionante mundo de la fotogrametría utilizando Adobe Substance Sampler 3D. Siguiendo cuidadosamente los tutoriales proporcionados por Adobe, he utilizado una Nikon D5300 DSLR en un entorno controlado, con un fondo croma y puntos de referencia para facilitar la alineación. Además, he adaptado tres flexos domésticos para una iluminación adecuada y he capturado 249 fotografías en 5 niveles diferentes, utilizando un plato giratorio para capturar todos los ángulos del objeto. A pesar de todos estos esfuerzos, al generar la malla 3D, me encontré con resultados que no cumplían mis expectativas. Las irregularidades en los bordes del objeto y la falta de precisión me dejaron preguntándome si esto es normal en el proceso de fotogrametría o si hay formas de mejorar la calidad de la malla para que refleje mejor el objeto real. Me gustaría escuchar sus opiniones y experiencias al respecto. ¿Es común que las mallas generadas
¡Hola comunidad de Adobe! Recientemente, me embarqué en un proyecto utilizando Adobe Substance Sampler 3D para generar una malla 3D a través de fotogrametría. Mi objetivo es llevar esta malla al siguiente nivel utilizando Adobe Painter. Sin embargo, he encontrado un pequeño obstáculo en el camino. Después de exportar la malla generada por Substance Sampler 3D y traerla a 3ds Max, me encuentro con polígonos triangulares en lugar de cuadrados. He aprendido que tener una malla limpia, optimizada y correctamente mapeada es crucial antes de continuar con Adobe Painter. Aquí es donde necesito vuestra ayuda y orientación. Mis preguntas específicas son:Procedimiento de limpieza y optimización: ¿Cuál es el mejor enfoque para limpiar y optimizar la malla en 3ds Max antes de llevarla a Adobe Painter? ¿Debo usar la herramienta Unwrap UV para generar los mapas UV?Creación de mapas UV: ¿Es recomendable utilizar la herramienta Unwrap UV para crear mapas UV en polígonos cuadrados?O
The Substance 3D team will be at GDC on March 18-22, at the Moscone Center in San Francisco. Our keynote presentation will take place on March 18; so will sessions including: The Art and Technology Behind Creating Characters for Baldur’s Gate 3, by Alena Dubrovina, Art Director at Larian Studios; The Environment Art Technology and Workflows of Alan Wake 2, by Miro Vesterinen and Benjamin Lindquist of Remedy Entertainment; and Tips & Tricks in Adobe Substance 3D Painter to Make Semi-realistic Textures, by 3D Character Artist Anna Beganskaya. March 18 is also the date of the famous Substance 3D afterparty: meet the teams who create the tools, and generally have an awesome time in a relaxed setting. You can register to attend the afterparty >>right here<<.
We released a bugfix for Substance 3D Sampler, and a new tutorial for Texture Generators is out! 4.3.1 EMPANADA (Released: 15 February 2024) Fixed: [3D Capture] Crash when image files become inaccessible while batch generating masks [Export] Exporting a material with Crop or relative to input policy layer gives invalid results [Layers] Rare crash when rendering a layer stack [Content] Embroidery - Fix issue when using material input on MacOS [Content] Stylization - Support Texture Generators [Content] Pattern - Fix parameters naming [Localization] "Save as..." in hardware information window under help menu is appearing unlocalized
I hope to add Spanish road tiles to the (pavement) filter, which can be seen everywhere in China and Spain. They are mainly used on the floor tiles of sidewalks and are very widely used!I hope you can listen to my voice, thank you!
When I used a pattern filter to draw lines on asphalt, I found it difficult to achieve top and bottom symmetry. Of course, if there were symmetry tools, it would be more accurate, perhaps this would be very helpful for drawing patterns!I hope you can hear my voice, thank you
hi, I tried the Sampler's 3D capture (beta) features. It's a nice integration but lacks some features I need for the projects I'm working on:support for 16bpc export (I use TIFF 16bit or EXR as alternative)support for UDIM for texture instead of altlases larger then 4Kalbedo preview in 3D panel In my case, Sampler produced a 16Kx8K texture. After exporting to Sampler, the "Mesh Post Process" node fail to merge the texture into a 4Kx4K adding bright dots here and there.To keep the data as they are I solved by exporting the texture 16Kx8K directly from Sampler, along with its mesh, losing the HDR of the original photos. thanks for the support, Lorenzo
Would be awesome to be able to use layers as custom masks, have often wanted to use a quick noise mask but find it cumbersome to have to make it in designer or photoshop and then importing it to sampler. It would also be nice to be able to make quick adjustments to the custom mask layer - (levels or brightness/contrast etc.)Hope to see it implemented!
Filters having parameters with ranges which are not clamped are not conveniently handled in Sampler: when entering an out-of-range value, the slider doesn't update, it remains either on the far left or right position, therefore we cannot use it within the extra range. Here is an example with screens below: this is a float3 with range 0..1. Since it is not clamped, it is possible to use values outside that range by entering them directly. When doing this in Designer, the slider gets to the center of its UI so it is possible to use it above the new value. This is not the case in Sampler, slider remains at the right end of its UI making it impossible to move right further more. Therefore we have enter all values outside range manually.
Hi all, this is on the same topic of 8K export. One of your team members named "Cyril Dellenbac" replied to the previous opened one and also emailed me that with the last update of Sampler 4.2 there is an AI upscale feature and I should check this feature while the original post locked. The upscale feature has nothing to do with the 8K export request that has been out for many years. Please put this up as priority again and give us a solution since sampler stays behind and out of many pipelines with this limitation. One could said that we can upscale the final 4K materials to 8K but that's not the solution we are looking for. Dealing with hi quality photos to materials workflow in the asset creation industry 8K is a must and sampler simply doesn't do that. Are there any updates on that topic?
I didn't like the option of only having to import a custom mask to filter roughness rather than being able to select a color range or two. We need to have either a specific filter so we don't have to search within all the filters to find the option burried somewhere, or just provide the option in all filters where it would make sense to add it such as the Dirt filter. Also: At any time where a filter option asks for a texture, please have an option to generate the texture/UV with the image depicting the problem we are trying to mask (if known) such as seams -launch it to photoshop. Things are not so obvious in the program. Maybe color code filters related to their type such as Height, roughness etc and another for Universal - it would really accellerate the learning especially if it has a legend that informs users what the colors are related to, then users can explore them specifically when needed rather than spend personal or company time trying to fig
Please consider to intergrate these industry standar formats in this tool.With only 4K and .exr export the app is not suisuitable for professional pipelines. Wokring with proffesional cameras with RAW images is also a problem as none of those are supported. Please make this tool as an industry standar one. Thank you.
Please add the ability to import a custom mesh to visualize into the 3D viewer. This is important to see how the material will behave reltively to the UVs. When building a material using built-in/custom filters, we don't want to go back & forth between several applications to see how things will look like on a specific 3D model.
Hi there, I love this first iteration of a photogrammetry solution within Substance Sampler. Especially the auto masking is bonkers. One thing i do miss however is the ability to create more than one UV Tile. Auto UV Unwrap in Painter can handle UDIMs. Designer can bake to UDIMs. So it stands to reason, that Sampler should be able to create those as well, should it not? I can see how a single 4K map might be enough for smaller objects, but having done quite a bit of photogrammetry in the last few years, mainly using Reality Capture, I would have a really hard time wit most of the objects I deal with, if I only had one 4K map.Hope this feature will find it's way into later versions of Sampler. Cheers Guillaume Wyatt
We released a Hotfix for Substance 3D Sampler! 4.3.2 EMPANADA (Released: 22 February 2024) Fixed: [Application] Saving a project on a network share on Windows corrupts the project file
When I use the AI powered image to material feature, the output is a total mess. It adds extra detail, saturation, and pretty much looks nothing like the scan. This is a new issue which I had not previously encountered on my computer. Please let me know if this may be a computer issue or a bug within the program. I have reloaded the software a number of times and redownloaded it too.
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