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Export mode | Substance 3D Modeler

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    1. Export your creations
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Export your creations

This page explains how to export your creations for use in other applications, such as Adobe Substance 3D Painter or Stager for texturing and rendering.

Note:

It is not currently possible to export a scene while in VR mode. To export, you will need to switch to desktop from VR.

You can enter Export mode with the Export button in the top bar, or with shortcut ctrl + shift + e.

Export settings

An image of Modeler in Export mode.

Export presets make it possible to quickly update export settings for a given application. The settings for each preset are specified here. You can select a preset from the dropdown without affecting your current export settings. Export presets only update export settings on clicking Apply preset.

Note:

It is possible to cancel an in progress export with the ESC key.

Note:

While many export settings are shared between formats, some options may be exclusive to the format you're exporting to.

Output
Format
  • FBX - can store various types of commonly used 3D objects like meshes, lights, and cameras.
  • GLTF/GLB - An open standard that can store 3D data like meshes, lights, cameras, and materials. Additionally, can reference external files.
  • OBJ - Stores simple geometry data and is very widely supported.
  • STL - Commonly used in 3D printing and CAD, STL only stores geometry data, and does not support color or textures.
  • USD - Stores most data types, including meshes, lights, cameras, materials, and more. This makes USD a useful format to use across a pipeline.
    • USDA/USDZ/USDC - Variations of the USD format that change how data is stored within the file.
  • VDB - Stores volumetric information, VDB is often used in generating simulations.
Unit scale Set the physical size of the exported object. This can be helpful if your scene appears too large or small when imported to other software.
Up axis Set which axis is up for the scene. This should be set depending on which piece of software is next in your pipeline.
Export content Choose whether to export the entire scene or only selected objects.
Topology
Polygon type
  • Raw triangles: Export the mesh exactly as it appears in Modeler
  • Triangles: Automatically retopologize to a target triangle count.
  • Quads: Automatically retopologize to a target quad count.
  • UV-mapped triangles: Automatically retopologize to a target triangle count and automatically generate UV maps.
Adaptive factor Change how the exporter distributes polygons. A high adaptive factor means the exporter will increase polygon density in areas with lots of detail. A low adaptive factor will attempt to maintain a consistent polygon density across the exported mesh.
Target polygon count
Set the number of polygons for automatic retopology to aim for. This value acts as an estimate for the export polygon count.

UV Mapping
Generate UVs Toggle whether UVs are automatically generated as part of the export process.
Generate UV tiles Toggle whether generated UVs can make use of UDIMs, which allows UVs to spread across multiple tiles.
Max UV Tiles Set the maximum number of UDIMs or tiles across which UVs can be spread. Requires Generate UDIMs to be toggled on.
Options
Export hidden content

Includes layers that are currently invisible in the export.

Preserve instances

This option should be toggled depending on which application you intend to use next. Not all applications support instancing - if you are using an application that doesn't support instancing properly, turn this toggle off.

Instancing is much more performant than converting everything into individual layers, so if it is available, keep this toggle on.

Flatten hierarchy Remove all groups and hierarchy from the exported scene.
Positive transforms only Some applications have trouble understanding negative transforms. If meshes appear to be inside out or have other normal issues, try toggling this setting.
Vertex color Toggle if vertex color information is included in the export. If you don't apply color to sculpts in Modeler, it's a good idea to turn this setting off.
Vertex color encoding Select the format for vertex color data.

 Adobe

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