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Whenever I try exporting a texture in the UE4 format - PNG (though it happens for any format) (for example a white wall) in preview it shows correctly even in the “BaseColor” tab. But when exported it ALWAYS no matter the setting exports a black square according to the resolution. The rest of the PBR set is correct tho (Basemetalness, Height, Normal, Specular roughness). So when I end up connecting it up in UE, its all grey-black-ish for any texture.
Normal to height comes out smooth with no details in substance sampler, why?There aren't too many options I can fiddle with so why am I losing all the details?Thanks!
Sampler does not start after the splash screen.When I open it, I get the splash screen, then it disappears and nothing is happening, in the logs it says there is a previous Sampler instance open but it says even if it’s the first start or even after restarting the computer and also that is stopping in the UI/QML startup stage (I assume is something related to the UI generating or something like that).In task manager there is no reference to the sampler or any 3D, only the creative cloud which is the launcher.I deleted everything, used the CC cleaner for cleaning Sampler, I reinstalled the Nvidia studio driver (currently 610.62). I have no idea what I must do to make it work, restarted my PC between the installations.I attached lower the last logs I got from version 6.0.2.
Hello,I seem to have lost the ability to create Collections in my account.Previously, I created a Collection and later deleted it. Since then, I can no longer find the button or option to create a new Collection and organize my images.Is this a temporary issue, a bug, or is there a limit after deleting a Collection?Has anyone experienced the same problem?Thank you.
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
Sampler used to take in custom identifiers for channels when I imported my own .sbsar, but not anymore. Example: I am using the SPECULAR channel as I do not need it for my project, and named the label & identifier ''Packed_MSK''. We need to pack things a certain way for our project.It used to take the identifier that was set within the sbsar. I am not sure when this happened with the last updates, but now it will refuse to take anything else than the usage, this example being specular. This is causing an issue for other artists as they would have to rename everything everytime they make an export.
Hello,I’m a beginner to Sampler and it’s driving me crazy...I have a texture created in Photoshop:6 vertical green stripes A black gap separates each stripe from the next 4096 × 4096 resolutionI import it into Sampler to create a texture from an image.I reduce both the micro details and large details to the minimum.I add a Brightness/Contrast layer to the Height map.I apply a vertical stripe mask that exactly matches my original texture.At that point, the lines in my texture become distorted, with peaks and depressions appearing. The stripes are no longer perfectly vertical, even though they remain perfectly straight in both my Albedo and Height maps.Why me ?Thanks for helping.Best regards.GP
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
I personally find Sampler quite awkward. Most of what it’s supposed to do is easier to do in Painter. So it looks a bit like an extra leg. It’s besides the fact all Sampler tools do not exactly what you wanted but rather its own something. Starting with depth combine. Same as default Painter tools to be honest. All those gazillion sliders you have no idea how they work deep down and what actually happening that altogether drives your hand for you vs proper other way around. But at least its comparatively easy to do your own sbsar tools for Painter and live with that. Whenever I try Sampler I have to fight with it . it’s always a certain naive look in materials I couldn’t weed out because of a lack of exact control. Especially with everything AI driven. AI rather drives me mad always doing something super repetitive, naive or in case of photo to height something smooth, bloated and unnatural. Maybe embroidery tool do nice and that’s all. So
I recall text to material Ai generation by prompt. It worked slightly better than just image to material Ai which is still pretty useless. But I can’t find it now. Have it been retired or something? Or became separately paid ?Not that I used it much before. Too small 1x1m textures , too repetitive, not especially good in general but would like to give it another try just to see if any progress been made.
Hello adobe community - After updating Sampler to 6.0, I am unable to preview the finished material output size while using the crop tool? I am following this process for my workflow: https://experienceleague.adobe.com/en/docs/substance-3d-sampler/using/features-and-workflows/end-to-end-physical-size-workflowPreviously, I would import a raw scan sample, set physical size using the metadata DPI, and use the crop tool to get a square tile for repeating. Because I am exporting the textures into a different program, I would crop and tile the material to a predetermined size in substance.After the 6.0 update, when using the crop tool, the output material size width and height does not update? I have tried toggling layer inputs, layer outputs, and material outputs in the 2D view to no effect. The physical size window panel under Output material also does not update.Is this a bug or expected behavior? If so, where can I find what my final material output size will be post-crop?
The latest Substance 3D releases are out. Designer 16 expands procedural capabilities with an improved Shape Splatter node and new SDF tools. Sampler 6 focuses on faster, more consistent material creation, including new templates and better HP Z Captis capture integration. And with ZBrush 2026.2.0 and Painter 12.0.2, you can now transfer meshes between the two apps in a single click. OpenPBR support is also now live across Designer and Sampler, and in beta in Painter. Head over to our post on the Adobe blog for more info!
We’ve just released Adobe Substance 3D Sampler 6.0, and this version marks a significant shift: Sampler now supports OpenPBR, the industry’s unified material model, at its core. What that means in practice: Build materials which are natively understood across a wide range of 3D tools and pipelines. Design once, eliminate guesswork, and accelerate your workflow with a model built for seamless interoperability across tools. This release also focuses on speed and usability: New material templates (fuzz, coatings, subsurface, etc.) let you create more complex materials instantly. Less setup, with fewer technical barriers — while still providing full control if you need it Faster, smarter capture workflows with HP Z Captis integration (auto ROI detection, improved focus, quicker capture) Overall, this release makes the material creative process as smooth as possible, so that you spend less time fine-tuning technical details, and you can spend more time creating high-quality, production-rea
Does this herringbone pattern look right to you? Sampler is the buggiest software I have ever used and the fixes take months if not years. I end up spending countless hours trying to tweak and in the end it is unusable. Please get your act together.
Hello, I’m running into an issue with the Substance 3D Sampler being unable to get past the splash screen. I’ve tried the latest version, version 5.0, and one of the 4.X versions and had the same issue on all of them. Until today when I immediately ran into the issue, I don’ think I had ever installed or launched Substance 3D Sampler before, and I did restart my PC between installations for both Sampler and Nvidia drivers.I tried deleting the contents of C:\Users\username\AppData\Roaming\Adobe\Adobe Substance 3D Sampler as mentioned in this thread,but the issues persisted.Here are some hardware/software specs as well as my log file.AMD R9 7950X3D, RTX 5080Using the latest Nvidia studio drivers, version 591.74Windows 11 Pro 25H2 , OS build 26200.7623
Running Sampler v5.1.2 on AMD Threadripper Pro, WIndows 11 Pro v 10.0.26200 Convert Image to Material -> add material from local machine -> crash
When I export material data from Adobe Substance Sampler as .Sbsar files and import them into Vred, the material colors aren't reproduced accurately. However, since Vred doesn't allow color adjustments, this makes it unusable. How do you all solve this problem?
I just installed Substance Sampler 3D. Before that, i took a look on some guides on Youtube, and all of the people there had a button "Generative" on their left toolbar, which allowed them to write a prompt and generate textures for further work. I dont have this button in my app, even though i have updated it to the last version, and even reinstalled the app. Why can this be? How can i generate textures in the app?e4nVzpUO7P8lQxWZrNvPiN1VsPtY8VLSmxdXY5EyThhDn5PWfZYxIxd3L3x2-ZoV9pqKv559VvoGwCuOWHGehFHY.jpg
Sampler Whenever I try to use AI "photo to material" I still get something so so until it's a special photo where dark pixels means deeper that works perfectly ok without any AI. But it's usually a rare case so I tried with a manhole photo I actually need to turn into normal map . I selected "ground" option. Others looks even less accurate. Those rectangular things You can see should be down for example. Is there anything to improve the result for better feature recognition ? Maybe some clue for AI as a text or something? or maybe some helper tools ? Maybe some small localized vector images saying this feature have to be up and this down ? Maye a complete vector image with all the patterns AI could stretch/deform the original image to be matching 
OK so I've been using sampler 30 for months now and I have test it extensively for hours on the most recent version of sampler as well as the other versions after 4.1.1. These three materials were created using image to material and the version 4.1.1. After hours and hours of fiddling and playing around with the new options 5.1.0 gives us.. It gives us the options to choose what material we are scanning. For instance ground, ceramic, cement, etcetera. And each one of these are simply inferior to the 4.1.1 version of image-material scan. It did not have a specification for the material you were scanning. (by scanning I'm simply I2M). These results are profound we terrible and having just finished comparing the versions yet again I find it no easier to use and are as good as the I2M in Sampler v4.1.1. Please give us your have a "none" category. Bring back the I2M of S3Dv4.1.1 please.
I have an educator account and am preparing to teach a game class next semster. I just learned that I can generate 3D models from photos using Substance 3D Sampler which would be great for my students. I downloaded Substance 3D Sampler but for some reason the actual procesture to convert images to a 3D Capture procedure is greyed out in the interface. Am I missing a step or did Adobe deactiveate this function from the software? It would be super useful it if worked.Thanks
Sampler 5.1 has been released and is there to make digitizing materials easier than ever before! This new update introduces, among other things: New automatic tiling capabilities for structured or patterned materials Improved scan processing filters New layer stack capabilities New HP Z Captis support features Discover more about the features here, and the full release note here!
Sampler is not loading anymore after a crash on Windows 10. I've tried un-installing through Adobe CC, re-installing, restarting, using IObit to uninstall again, re-install again and I'm unable to launch the program. Pretty much stuck. Any help is appreciated!
I´m using panels. fasteners are off but they still bleed and gap in not working. its not alligning correctly
Im creating basic image to texture fabrics for renderings of furntiure. Really only need diffuse, specular, roughness and normal. I think im missing something. I can't ever seem to get the vivible pattern to go away. Tech notes:- Mac studio with M1 Sonoma 14.6.1. Any tips? Thanks,MDW
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