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Hello, I have a large library of textures and different materials, including: bump maps, albedo maps, displacement maps, etc. But to create materials using these maps in Substance Sampler, for example, I have 50 fabric maps in the fabric folder and different models of fabrics such as silk in that folder. The number of these materials is large. So, the number of folders is large. Can you add a feature so that I can customize these thousand materials?And finally, about the process of exporting to (sbsar) format, I set the compression to fast, and it even outputs a 128 output with a size of 1.5 GB. But when I set it to slow or auto, the process of exporting each material takes about 10 to 13 minutes. My RAM is ddr5 and 32 GB. My graphics card is 4060 with 8 GB of vram (I should mention that I also adjusted the Cache Storage settings embedded in project files and set it to Full Cache Storage). I expected more from version 6.0.1 of Substance Sampler. Of course, I have to say that this is a
It would be incredibly helpful to have a compositing mode with masks, allowing us to drop a few library materials (often only 2 meters wide) and extend them into 6–7 meters. We could also place photogrammetry pieces and fill holes with a content-aware feature.Content-aware fills do work (though slowly than in Photoshop), but please include a lasso tool for masking. Doing it with a 64-pixel brush is painful. For simple material compositing, I used to rely on older Xara software with color, normal, and spec tags. It let me work much faster than with any Substance soft, where I often got lost in my own files after a week and spent hours re-linking resources. Scattering small details was easier in Xara too, especially since it handled not binarry only alpha with perfect pixel snapping. A transform tool allowing pixel-precise scaling around a chosen pivot would be great, along with a way to nudge layers by exact pixel values (for example, moving a layer 16 pixels to th
We need a Foliage Category in Substance 3D Sampler !I’m already in contact with Lory from the Sampler development team, and they need to hear from more artists.Please message Lory on Discord and say you’re interested in a Foliage category for Substance 3D Sampler: discordapp.com/users/815950478861009006Right now, when using "Image to Material (AI Powered)", we’re forced to choose categories like "Ground".Which often produces poor results and requires lots of corrections in Designer (especially for normal and height maps).A dedicated "Foliage" category would give much better results, just like there’s already a category for bark "Wood (Outdoor lighting)". The more artists request this, the faster it can become reality.Please take a minute to contact Lory and show your interest.Thanks !
Hello, I am a beginner with Adobe 3D sampler, and I was following the "First Steps with Substance 3D Sampler" tutorial, and while following the tutorial, I noticed that there are massive changes to the UI for 3D sampler. The version they used in the videos is quite old, and I noticed that big changes were made(*) in February of this year (2025).Is it possible to update these tutorials? (*) Some elements were removed, and some have been moved to other places, also the provided file does not work with the latest version and looks very different from video.------Regards FrancoisHave a nice day!
Ai photo2material is a nice idea but so far a thing you toy a few times with and then never use .Would be more helpful to have something Ai helping to fix what ortho projection from Reality capture gives you: photo and depth : 1. ability to work with big arbitrary sized original first . like 16547x5346 where you could extend the photogrammetry chunk to image borders first and fix bad patches and photogrammetry artifacts using content aware and a special "content aware move" tool that has a small 2x2 deforming mesh to match the patches precisely. Working properly in depth/height without "steps" 1a Something like super convenient Frequency separation tool in Affinity Photo to get rid of height gradients and low frequency things with actual manual input in
This is a feature request that is about reusing parts (layers and materials) of a project file in various ways. First off, layers within an SSA file: I'd like to be able to duplicate a layer such that I can easily create layers with variations. Also, if I have multiple materials in a project file, I want to be able to copy one or more layers to a different existing material or to a new one. In addition to the above, I'd like to be able to copy materials and their layers via exporting a Material as a SSA file to a SSA file of its own, and then be able to import it back in to a new file. Or better yet, be able to import via selecting an existing SSA file and then get a dropdown (or with tick boxes) of materials in it that I can choose to import. Both ways can be useful, especially when a SSA file is getting huge. Other export options means losing the layer properties.
I am currently in the midst of creating terrain textures, and like in real life the terrain has different stratas. Think of how there could be grass on land, then some natural beach followed by a seabed that change with distance from the shore and the depth. Just to get the idea, here's an image. In Sampler we can create beautiful terrain materials, but it's limited in that one isn't able to preview how they come together making it very hard to "marry them" together, which then requires lots and lots of exporting, trial and error. I'd like to be able to preview two or more textures next to each other on the same mesh in the 3D viewport, perhaps controlled with something like the typical UX of gradient stops. Think perhaps, that you have a ruler-ish interface where you can add stops by hitting a + button, then clicking such a stop to choose a material (from the ones in the project file) for the partition, then you can slide the stop to decide on how big of a portion of t
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.
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.
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
HiIs it possible to use the equalizer node only on the height channel ?Thank you greetings
Hello, this is just my personal idea!As a software in the 3D or CG industry that can achieve multiple materials, sampler is still too thin in terms of the achievable effect on fabrics. For example, the renderings I presented below are of plush fabric and velvet fabric, which can be easily achieved in Vray by adjusting simple parameters. However, sampler still cannot achieve this. We hope that in the future, the possibility of implementing such fabric materials can be realized in sampler. Thank you
You already have 2 methods/filters for tiling, both make the users have to go through a lot of work trying to make textures seamless. Shouldn't you at least have AI seam blending by now? Even if users have to draw a stroke across the seam to tell the AI how the texture should flow and pixel blending would be better than what we have now - currently it doesn't seem any better than B2M. I've watched the tutorials with setting the transform etc -this isn't a universal method that works for all textures.
Please add the ability to copy/paste/duplicate layers.
I would like to be able to use a custom generator (sbsar) to generate masks into Sampler, for example to use with the Embroidery filter.
Substance Sampler 4.2 has a new feature for linear upscaling. Although I would like to see the option of only upscaling a masked region that and the option of removing blur from areas of an image which typically is done using upscaling.
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