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- Get started with primitives
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- Render mode
- Export Mode
- Technical support
- Release notes
- V1.17(Current Release)
- V1.15
- V1.14
- V1.13
- Public Beta V1.17.50 (Current Release)
- Public Beta Archive
- V1 Archive
- V0 Archive
With the Free Public beta program, you can try out experimental features and builds of Substance 3D Modeler before they reach full release. Public beta builds are generally less stable than the current non-beta build of Modeler, so we advise that you avoid using the Public beta for time-critical work.
Joining the Free Public beta is easy, and doesn't require an existing Creative Cloud subscription. Find out how to join the Free Public beta here.
Don't forget to join the Modeler Community to share your feedback and suggest improvements to these in-development features.
Export assets
The Beta includes a new export workflow that allows you to save export settings for each asset that you define in your scene. Working on a character and you need to export individual parts of their outfit each with different export settings? Define each part as an asset, and they'll appear in a library of export assets, each with custom export settings, helping to speed up the export process.
To work with Export assets:
- Enter Export mode.
- Select one or more objects that you'd like to export to a single file.
- Use the Define asset button to register your selection as an asset.
- If multiple objects are selected, the button instead says Group and define asset. This will affect the hierarchy of your scene.
- Optionally, in the Assets panel, double click the asset name to rename it.
- Adjust the export settings for your asset.
- Export the asset.
The assets workflow is in active development, so please let us know if you have feedback or requests.
Substance 3D Modeler Beta 1.17.50 overview
Beta 1.17.50 introduces a new Assets workflow to Export mode, super useful additions to the primitives workflow, and some changes to how linking works. Read on to learn more.
Modeler V1.17.50 full release notes
Export mode:
- Added asset management to Export mode.
- Assets allow Modeler to remember export settings for different parts of your project so you can make adjustments to multiple parts of your scene, and then export them without needing to constantly update export settings.
- To export Assets:
- Enter Export mode.
- Select one or more objects that you’d like to export to a single file.
- Use the Define asset button to register your selection as an asset.
- If the selected objects are not grouped, the button instead says Group and define asset.
- Adjust the export settings for your asset.
- Export the asset.
- Once the asset has been defined, you can continue working inside the asset group, and the settings will be remembered when you return to Export mode.
- Added an option to Export in local space when using Export selected. This results in the selected object being at the origin of the export file.
- The Material panel is now available in Export mode so you can modify materials during export.
The Group and define asset button can sometimes fail to appear depending on the types of objects that are selected. You can still define an asset, you'll just need to manually group the selected objects first. If the Define asset button doesn't appear while you have multiple objects selected, use Ctrl + G to group the objects, and the button will appear.
Primitives:
- When selecting primitives and groups of primitives, parameters are now available so that all primitives in the selection can be updated at once.
- Taper can now also be adjusted negatively.
- Added a Shear parameter to the Prism (triangular) primitive. This makes it possible to more easily create isosceles triangles.
- When converting a primitive to clay, the material of the primitives will now continue to be applied to the new clay object.
Links and Components:
- Links have been removed, and instead replaced with Components.
- Components behave like linked groups. Components are containers that can hold other objects like primitives, clay, or groups. Duplicates of a component are linked to the original component and can be managed in the same way that linked objects previously were – with the Create and Detach options in the Actions menu.
- Instead of objects being linked directly as they were previously, components now act as a holder that creates the link connection with other objects.
- Use Create component in the Actions menu while an object is selected, and the object will be placed inside a component.
Quality of life:
- Moved the shortcuts panel to the Preferences menu.
- Fixed an issue where the Gizmo wouldn’t behave correctly if a linked primitive was included in the selection.
- Render settings are now saved across sessions.