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- Release notes
- V1.17(Current Release)
- V1.15
- V1.14
- V1.13
- Public Beta V1.16.50 (Current Release)
- Public Beta Archive
- V1 Archive
- V0 Archive
Supported VR headsets
Headsets must be connected to a computer through high speed wifi or a compatible cable in order to work. Modeler does not work standalone on headsets.
Substance 3D Modeler is in the process of adding support for additional headsets and platforms. This table shows the current level of support for a wide array of commonly used headsets.
Headset name |
Fully supported |
Untested |
Notes |
Meta Quest Pro |
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Meta Quest 2 |
● |
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Meta Quest 3 | ● |
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Oculus Rift S |
● |
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Oculus Quest |
● |
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Oculus Rift |
● |
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Valve index |
● |
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HTC Vive |
● |
Vive wands will work with Modeler but lack buttons that are required to use Modeler effectively in VR. We recommend using alternative controllers with the Vive headset. |
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HTC Vive XR Elite |
● |
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HTC Vive Cosmos |
● |
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HTC Vive Pro |
● |
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PICO 4 series |
● |
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PICO Neo 3 series |
● |
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Pimax |
● |
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Windows Mixed Reality |
● |
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HP Reverb G2 |
● |
While most headsets use a light meter to check when the headset has been removed, the HTC Vive checks if the headset is motionless instead. This means that it can take some time for Modeler to switch back to desktop mode. To speed up this process, you can use the manual mode switch:
- Tap ESC while in VR mode to switch to desktop mode.
- While in desktop mode, use the button that appears on desktop to reenter VR mode.
Connect MX Ink
Instructions to connect your MX Ink to your Meta headset are available here.
If you use a left-handed layout in Modeler, you will need to change the handedness of the MX Ink pen with the Meta Horizons app.
You can change the pen handedness on the Meta Quest Stylus Settings page.
VR Runtime
If Modeler does not appear in your connected headset when launched on desktop, there may be a configuration issue with your VR runtime. The VR runtime is what your computer tells Modeler to look for to be able to launch in VR.
Different VR launchers use different VR runtimes. To work correctly, the VR runtime must be set to match the corresponding launcher.
Oculus
The Oculus app uses the Oculus runtime. To use Modeler through the Oculus app, make sure the runtime is set correctly with the following steps:
- Open the Oculus app.
- Open Settings.
- Switch to the General tab.
- Next to the "OpenXR runtime" setting, click "Set Oculus as active". If the button is greyed out, it means the runtime is already configured correctly.
- Restart the Oculus app.
- Launch Modeler through the Oculus app.
Steam
Steam uses the SteamVR runtime. If you are using SteamVR as your launcher, or Steam Link to connect a headset wirelessly, make sure the runtime is set correctly with the following steps:
- Launch SteamVR.
- SteamVR is automatically launched on desktop when you successfully connect to a computer using the Steam Link app.
- In the SteamVR status window, use the menu button in the top left to open the settings window.
- Switch to the OpenXR tab.
- Click "Set SteamVR as OpenXR runtime".
- Restart SteamVR.
- Launch Modeler through Steam or SteamVR.
Supported controllers
- Meta Touch controllers
- Valve Index controllers
- Pico controllers
- Vive wands*
- Vive wands are technically supported but do not have a way for face buttons to be accessed while in VR. As a result, it is not possible to open the Palette or perform other basic tasks. It is still possible to do some basic sculpting but your experience will be severely hampered by the missing controls.
- Logitech MX Ink
Revive
Modeler does not officially support the use of Revive. Using Revive to run Modeler is more likely to result in bugs and issues. We are unable to provide technical support for challenges or issues that occur while using Revive.
While it is not officially supported, it is possible to use Revive to use Modeler on some unsupported HMD systems.
- Add Reviveinject.exe as a "New Game" in SteamVR.
- Open the launch options and point them to the Modeler.exe location.
- Ensure that "Include in VR library" is checked.
Following these steps, you should be able to use Modeler in VR.