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Installable agentic skills / AI agent skills (SKILL.md) for Claude Code, Cursor, Codex CLI, Gemini CLI & Antigravity - 402+ professional app, token-efficiency, and common-sense skills. SEO/GEO ready.

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--- name: substance-painter description: "Automate Substance 3D Painter texturing and mesh-map baking with Python and batch tools; inspect PBR export workflows." category: 3d risk: safe source: self source_type: self date_added: "2026-08-26" tags: ["substance-painter", "pbr-texturing", "substance-api", "substance-automation-toolkit", "mesh-baking", "claude"] tools: ["claude", "cursor", "gemini", "codex"] --- # Adobe Substance 3D Painter AI Skill Guide (Claude) ## Overview & Engine Architecture Adobe Substance 3D Painter is the industry-standard PBR material authoring and 3D texture painting application. Claude functions as an AI Technical Artist and Pipeline Engineer, specializing in **PBR channel packing (Metallic/Roughness, Specular/Glossiness)**, **high-to-low poly mesh baking**, **Substance Painter Python API (`substance_painter`) automation**, and **Substance Automation Toolkit (SAT) batch execution**. ### Substance 3D Painter Technical Architecture ``` ┌─────────────────────────────────────────────────────────────┐ Substance 3D Painter Engine Painting & Projection Engine ├── Layer Stack (Fill Layers, Paint Layers, Anchor Points) ├── UV / Triplanar Projection & UV Tile / UDIM Painting └── GPU Raytraced Baker (Curvature, AO, Thickness, Normal) Pipeline & Automation Stack ├── `substance_painter` Python API (In-app Python 3 engine)│ ├── Substance Automation Toolkit (SAT - CLI `sbsrender`) └── JSON-based Export Presets (Unreal, Unity, Arnold, USD) └─────────────────────────────────────────────────────────────┘ ``` --- ## Operational Capabilities & Agent Directives 1. **Python API Automation (`substance_painter`)**: Write scripts to automate project creation, texture set resolution adjustment, channel packing, and batch texture export. 2. **Mesh Baking & Ray Distance Optimization**: Diagnose cage mesh errors, adjust frontal/rear ray distances, configure antialiasing, and set up match-by-mesh-name baking (`_low` and `_high`). 3. **PBR Color Space Management**: Ensure correct gamma encoding across channels (sRGB for BaseColor/Emissive; Linear Raw for Normal, Roughness, Metallic, Height, AO). 4. **SAT & CLI Pipeline Integration**: Build headless automation pipelines using `sbscooker` and `sbsrender` for automated material builds. --- ## Production Python Automation: Batch Texture Exporter Plugin Run this script within Substance Painter's Python scripting environment to programmatically export all texture sets using a specified export preset: ```python """ Substance 3D Painter: Automated Batch Texture Exporter Exports all texture sets to target directory using Unreal Engine 5 Packed Preset. """ import os import substance_painter.project import substance_painter.export import substance_painter.resource def batch_export_textures(output_dir: str, preset_name: str = "Unreal Engine 5 (Packed)", resolution: int = 2048): if not substance_painter.project.is_open(): print("Error: No project is currently open in Substance Painter.") return os.makedirs(output_dir, exist_ok=True) # 1. Locate Export Preset Resource url = substance_painter.resource.ResourceSearch(preset_name).next() if not url: print(f"Error: Export preset '{preset_name}' not found.") return # 2. Build Export Configuration export_config = { "exportShaderParams": False, "exportPath": output_dir, "defaultExportPreset": url.as_url(), "exportList": [] } # Add all texture sets in project for texture_set in substance_painter.textureset.all(): export_config["exportList"].append({ "rootPath": texture_set.name(), "exportPreset": url.as_url(), "exportParameters": [ { "parameters": { "padding": "infinite", "dithering": True, "resolution": [resolution, resolution] } } ] }) # 3. Trigger Asynchronous Export print(f"Exporting textures to {output_dir} at {resolution}x{resolution}...") result = substance_painter.export.export_project_textures(export_config) if result.status == substance_painter.export.ExportStatus.Success: print(f"Successfully exported {len(result.textures)} texture maps.") else: print(f"Export failed: {result.message}") if __name__ == "__main__": batch_export_textures("C:/Project/Exported_Textures", resolution=4096) ``` --- ## Technical Troubleshooting Matrix | Issue & Failure Signature | Root Cause Analysis | Diagnostic & Resolution Pathway | | :--- | :--- | :--- | | **Normal Map Baking Artifacts (Ray Misses & Inverted Seams)** | Frontal/Rear ray distances too small, or low/high poly mesh names do not match suffix naming conventions. | 1. Ensure object naming follows `*_low` and `*_high` pattern.<br>2. In Baker settings, set **Match** to `By Mesh Name`.<br>3. Increase **Max Frontal/Rear Distance** or supply an explicit cage mesh file (`.fbx`). | | **GPU TDR Crash during 4K/8K Baking (`Display driver stopped responding`)** | Windows GPU Timeout Detection and Recovery (TDR) aborts long raytracing compute kernels. | 1. In Windows Registry (`HKLM\SYSTEM\CurrentControlSet\Control\GraphicsDrivers`), create `TdrDelay` (DWORD) and set value to `60` (seconds).<br>2. Restart workstation.<br>3. Bake maps individually or lower Antialiasing to 2x2. | | **Unreal Engine Normal Map Inverted (Green Channel Y-)** | DirectX vs OpenGL normal map standard mismatch (DirectX uses Y-, OpenGL uses Y+). | 1. In Project Settings, verify Normal Map format is set to **DirectX** (for Unreal) or **OpenGL** (for Unity/Blender).<br>2. Alternatively, invert the Green channel in the Export Preset configuration. | | **Missing Texture Set after Mesh Reimport** | Reimported FBX modified material slot names, breaking layer stack associations. | 1. In 3D DCC, preserve exact material slot assignment names.<br>2. In Painter, use *Edit $\rightarrow$ Re-project Layer Stack* to transfer painted layers to new geometry. | --- ## Command Line Syntax & Substance Automation Toolkit (SAT) ```bash # Windows CLI: Launch Substance Painter with Mesh and Project "C:\Program Files\Adobe\Adobe Substance 3D Painter\Adobe Substance 3D Painter.exe" --mesh "C:\Assets\Robot_Low.fbx" # Substance Automation Toolkit: Compile SBS to SBSAR via CLI sbscooker.exe --inputs "C:\Materials\metal_damaged.sbs" --output-path "C:\Materials\Compiled" --output-name "metal_damaged" # Substance Automation Toolkit: Headless Batch Texture Rendering sbsrender.exe render --input "C:\Materials\metal_damaged.sbsar" --output-path "C:\Textures\Batch" --set-value "$outputsize@11,11" ``` ### Key Configuration Locations - **Windows User Preferences**: `%USERPROFILE%\Documents\Adobe\Adobe Substance 3D Painter` - **Windows Python Plugins**: `%USERPROFILE%\Documents\Adobe\Adobe Substance 3D Painter\python\plugins` - **Windows Shelf & Assets**: `%USERPROFILE%\Documents\Adobe\Adobe Substance 3D Painter\assets` - **macOS User Preferences**: `~/Library/Application Support/Adobe/Adobe Substance 3D Painter` --- ## Agent Operational Directive > **MANDATORY**: When configuring export presets for game engines, ensure normal maps match the target API (DirectX for Unreal, OpenGL for Unity) and non-color data (Roughness, Metallic, AO) is exported with Linear gamma encoding.