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Project settings | Substance 3D Designer

  1. Substance 3D home
  2. User guide
  3. Glossary
  4. Getting started
    1. Getting started
    2. Activation and licenses
    3. System requirements
    4. Overview
      1. Overview
      2. What is a Substance 3D file?
    5. Workflow overview
    6. Shortcuts
    7. Tutorials & learning
  5. Interface
    1. Interface
    2. Customizing your workspace
    3. Home screen
    4. Main toolbar
    5. Preferences
      1. Preferences
      2. Project settings
      3. Version control
    6. Explorer
      1. Explorer
      2. Send to... / Interoperability
    7. Graph view
      1. Graph view
      2. Link creation modes
      3. Graph items
        1. Graph items
        2. Dot node (also Portal)
        3. Frame
        4. Comment
        5. Pin
    8. Library
      1. Library
      2. Managing custom content and filters
    9. Properties
    10. 2D view
    11. 3D view
      1. 3D view
      2. Material properties
      3. GLSLFX shaders
      4. Switching your shaders to OpenGL Core Profile
      5. Iray
    12. Dependency manager
  6. Resources
    1. Resources
    2. Importing, linking and new resources
    3. Bitmap resource
      1. Bitmap resource
      2. Bitmap painting tools
    4. Vector graphics (SVG) resource
      1. Vector graphics (SVG) resource
      2. Vector editing tools
    5. 3D scene resource
    6. AxF (Appearance eXchange Format)
    7. Font resource
    8. Warnings from dependencies
  7. Substance graphs
    1. Substance graphs
    2. Substance graph key concepts
    3. Creating a Substance graph
      1. Creating a Substance graph
      2. Graph instances / Sub-graphs
    4. Exposing a parameter
      1. Exposing a parameter
      2. Parameter presets
      3. Visible if: control visibility of inputs, outputs and parameters
    5. Graph parameters
    6. Inheritance in Substance graphs
    7. Output size
    8. Values in Substance graphs
    9. Publishing Substance 3D asset files (SBSAR)
    10. Exporting bitmaps
    11. Exporting PSD files
    12. Sample Substance graphs
    13. Warnings in Substance graphs
    14. Nodes reference for Substance graphs
      1. Nodes reference for Substance graphs
      2. Atomic nodes
        1. Atomic nodes
        2. Bitmap
        3. Blend
          1. Blend
          2. Blending modes description
        4. Blur
        5. Channel shuffle
        6. Curve
        7. Directional blur
        8. Directional warp
        9. Distance
        10. Emboss
        11. FX-map
        12. Gradient (Dynamic)
        13. Gradient map
        14. Grayscale conversion
        15. HSL
        16. Levels
        17. Normal
        18. Pixel processor
        19. SVG
        20. Sharpen
        21. Text
        22. Transformation 2D
        23. Uniform color
        24. Value processor
        25. Warp
        26. Output
        27. Input
      3. Node library
        1. Node library
        2. Texture generators
          1. Texture generators
          2. Noises
            1. Noises
            2. 3D Perlin noise
            3. 3D Perlin noise fractal
            4. 3D Ridged noise fractal
            5. 3D Simplex noise
            6. 3D Voronoi
            7. 3D Voronoi fractal
            8. 3D Worley noise
            9. Anisotropic noise
            10. Blue noise fast
            11. BnW spots 1
            12. BnW spots 2
            13. BnW spots 3
            14. Cells 1
            15. Cells 2
            16. Cells 3
            17. Cells 4
            18. Clouds 1
            19. Clouds 2
            20. Clouds 3
            21. Creased
            22. Crystal 1
            23. Crystal 2
            24. Directional noise 1
            25. Directional noise 2
            26. Directional noise 3
            27. Directional noise 4
            28. Directional scratches
            29. Dirt 1
            30. Dirt 2
            31. Dirt 3
            32. Dirt 4
            33. Dirt 5
            34. Dirt gradient
            35. Fluid
            36. Fractal sum 1
            37. Fractal sum 2
            38. Fractal sum 3
            39. Fractal sum 4
            40. Fractal sum base
            41. Fur 1
            42. Fur 2
            43. Fur 3
            44. Gaussian noise
            45. Gaussian spots 1
            46. Gaussian spots 2
            47. Grunge concrete
            48. Grunge Damas
            49. Grunge galvanic large
            50. Grunge galvanic small
            51. Grunge leaks
            52. Grunge leaky paint
            53. Grunge map 001
            54. Grunge map 002
            55. Grunge map 003
            56. Grunge map 004
            57. Grunge map 005
            58. Grunge map 006
            59. Grunge map 007
            60. Grunge map 008
            61. Grunge map 009
            62. Grunge map 010
            63. Grunge map 011
            64. Grunge map 012
            65. Grunge map 013
            66. Grunge map 014
            67. Grunge map 015
            68. Grunge rough dirty
            69. Grunge rust fine
            70. Grunge scratches dirty
            71. Grunge scratches fine
            72. Grunge scratches rough
            73. Grunge shavings
            74. Grunge splashes dusty
            75. Grunge spots
            76. Grunge spots dirty
            77. Liquid
            78. Messy fibers 1
            79. Messy fibers 2
            80. Messy fibers 3
            81. Microscope view
            82. Moisture noise
            83. Perlin noise
            84. Plasma
            85. Caustics
            86. Voronoi
            87. Voronoi fractal
            88. Waveform 1
            89. White noise
            90. White noise fast
          3. Patterns
            1. Patterns
            2. 3D linear gradient
            3. 3D volume mask
            4. Alveolus
            5. Arc pavement
            6. Brick 1
            7. Brick 2
            8. Brick generator
            9. Checker 1
            10. Cube 3D
            11. Cube 3D GBuffers
            12. Fibers 1
            13. Fibers 2
            14. Gaussian 1
            15. Gaussian 2
            16. Gradient axial
            17. Gradient axial reflected
            18. Gradient circular
            19. Gradient linear 1
            20. Gradient linear 2
            21. Gradient linear 3
            22. Gradient radial
            23. Height extrude
            24. Mesh 1
            25. Mesh 2
            26. Panorama shape
            27. Polygon 1
            28. Polygon 2
            29. Scratches generator
            30. Shape
            31. Shape extrude
            32. Shape mapper
            33. Shape splatter
            34. Shape splatter blend
            35. Shape splatter data extract
            36. Shape splatter to mask
            37. Splatter
            38. Splatter circular
            39. Star
            40. Starburst
            41. Stripes
            42. Tile generator
            43. Tile random
            44. Tile random 2
            45. Tile sampler
            46. Triangle grid
            47. Weave 1
            48. Weave 2
            49. Weave generator
        3. Filters
          1. Filters
          2. Adjustments
            1. Adjustments
            2. Auto levels
            3. Channel mixer
            4. Chrominance extract
            5. Clamp
            6. Color match
            7. Color to mask
            8. Contrast/Luminosity
            9. Convert to linear
            10. Convert to sRGB
            11. Grayscale conversion advanced
            12. Hald CLUT
            13. HDR range viewer
            14. Height map frequencies mapper
            15. Highpass
            16. Histogram range
            17. Histogram scan
            18. Histogram scan non-uniform
            19. Histogram select
            20. Histogram shift
            21. Invert
            22. Lighting cancel high frequencies
            23. Lighting cancel low frequencies
            24. Luminance highpass
            25. Min max
            26. Pow
            27. Quantize
            28. Replace color
            29. Replace color range
            30. Threshold
          3. Blending
            1. Blending
            2. Color (Blend node)
            3. Color burn
            4. Color dodge
            5. Difference
            6. Dissolve
            7. Linear burn
            8. Luminosity (Blend node)
            9. Multi switch
            10. Switch
          4. Blurs
            1. Blurs
            2. Anisotropic blur
            3. Blur HQ
            4. Non uniform blur
            5. Radial blur
            6. Slope blur
          5. Channels
            1. Channels
            2. RGBA merge
            3. RGBA split
            4. Alpha merge
            5. Alpha split
            6. Pre-multiplied to straight
            7. Straight to pre-multiplied
          6. Effects
            1. Effects
            2. 3D texture position
            3. 3D texture SDF
            4. 3D texture surface render
            5. 3D texture volume render
            6. Ambient occlusion (HBAO)
            7. Ambient occlusion (RTAO)
            8. Bevel
            9. Cross section
            10. Curvature
            11. Curvature smooth
            12. Curvature sobel
            13. Diffusion color
            14. Diffusion grayscale
            15. Diffusion UV
            16. Edge detect
            17. Emboss with gloss
            18. Extend shape
            19. Flood fill
            20. Flood fill mapper
            21. Flood fill to Bbox size
            22. Flood Fill to gradient
            23. Flood Fill to grayscale/color
            24. Flood Fill to index
            25. Flood Fill to position
            26. Flood Fill to random color
            27. Flood Fill to random grayscale
            28. FXAA
            29. Glow
            30. Mosaic
            31. Multi directional warp
            32. Non uniform directional warp
            33. Reaction diffusion fast
            34. RT irradiance
            35. RT shadow
            36. Shadows
            37. Shape drop shadow
            38. Shape glow
            39. Shape stroke
            40. Summed area table
            41. Swirl
            42. Uber emboss
            43. Vector morph
            44. Vector warp
          7. Normal map
            1. Normal Map
            2. Bent Normal
            3. Facing Normal
            4. Height Normal Blender
            5. Height to Normal World Units
            6. Normal Blend
            7. Normal Combine
            8. Normal Invert
            9. Normal Normalize
            10. Normal Sobel
            11. Normal to Height
            12. Normal To Height HQ
            13. Normal Transform
            14. Normal Vector Rotation
          8. Tiling
            1. Tiling
            2. Make It Tile Patch
            3. Make It Tile Photo
          9. Transforms
            1. Transforms
            2. 3D Texture Offset
            3. Auto Crop
            4. Cartesian To Polar
            5. Clone (Filter Node)
            6. Mirror (Filter Node)
            7. Noise Upscale 1
            8. Noise Upscale 2
            9. Noise Upscale 3
            10. Non-Square Transform
            11. Non-Uniform Rotation
            12. Polar to Cartesian
            13. Quad Transform
            14. Safe Transform
            15. Skew
            16. Symmetry
            17. Symmetry Slice
            18. Trapezoid Transform
        4. Material filters
          1. Material filters
          2. 1-click
            1. 1-Click
            2. Bitmap to Material Light
          3. Effects (Material)
            1. Effects (Material)
            2. Height Blend
            3. Material Height Blend
            4. Season Filter
            5. Snow Cover
            6. Water Level
          4. Transforms (Material)
            1. Transforms (Material)
            2. Material Transform
          5. Blending (Material)
            1. Blending (Material)
            2. Material Adjustment Blend
            3. Material Blend
            4. Material Color Blend
            5. Material Switch
            6. Multi-Material Blend
          6. PBR utilities
            1. PBR Utilities
            2. BaseColor / Metallic / Roughness converter
            3. Base Material
            4. PBR Albedo Safe Color
            5. PBR BaseColor / Metallic Validate
            6. PBR Dielectric F0
            7. PBR Metal Reflectance
            8. PBR Render
            9. PBR Render Mapping
          7. Scan processing
            1. Scan Processing
            2. AO Cancellation
            3. Atlas Scatter
            4. Atlas Splitter
            5. Clone Patch
            6. Color Equalizer
            7. Crop
            8. Material Clone Patch
            9. Material Crop
            10. Multi-Angle to Albedo
            11. Multi-Angle to Normal
            12. Multi Clone Patch
            13. Multi Color Equalizer
            14. Multi Crop
            15. Smart Auto Tile
        5. Mesh-based generators
          1. Mesh-based generators
          2. Mask generators
            1. Mask Generators
            2. Bottom To Top
            3. Cloth Wear
            4. Dirt
            5. Dripping Rust
            6. Dust
            7. Edge Blur
            8. Edge Damages
            9. Edge Dirt
            10. Edge Notch
            11. Edge Select
            12. Edge Speckle
            13. Edge Wear
            14. Fiber Glass Edge Wear
            15. Grease
            16. Ground Dirt
            17. Leaks
            18. Leather Wear
            19. Light
            20. Mask Builder
            21. Metal Edge Wear
            22. Paint Wear
            23. Selective Dirt
            24. Sun Bleach
            25. Surface Brush
          3. Weathering
            1. Weathering
            2. Cracks Weathering
            3. Fabric Weathering
            4. Leather Weathering
            5. Metal Weathering
            6. Moss Weathering
            7. Rock Weathering
            8. Rust Weathering
          4. Utilities (Mesh-based generators)
            1. Utilities (Mesh Based Generators)
            2. 3D Planar Projection
            3. Material Mesh Data Blender
            4. Material Selector
            5. Mesh Data Combiner
            6. Tri Planar
        6. Spline & Path tools
          1. Spline & Path tools
          2. Working with Path & Spline tools
          3. Path tools
            1. Path Tools
            2. Paths Format Specifications
            3. Paths 2D Transform
            4. Mask to Paths
            5. Paths to Spline
            6. Paths Polygon
            7. Preview Paths
            8. Paths Warp
            9. Quad Transform on Path
            10. Paths Select
            11. Paths Vertex Processor
            12. Paths Vertex Processor Simple
          4. Spline tools
            1. Spline Tools
            2. Paths to Spline
            3. Point List
            4. Scatter on Spline Color
            5. Scatter on Spline Grayscale
            6. Spline 2D Transform
            7. Spline (Cubic)
            8. Spline (Poly Quadratic)
            9. Spline Append
            10. Spline Bridge (2 Splines)
            11. Spline Bridge (List)
            12. Spline Bridge Mapper Color
            13. Spline Bridge Mapper Grayscale
            14. Spline Circle
            15. Spline Fill
            16. Spline Flow Mapper
            17. Spline Mapper Color
            18. Spline Mapper Grayscale
            19. Spline Merge List
            20. Spline Render
            21. Spline Sample Height
            22. Spline Sample Thickness
            23. Spline Select
            24. Spline Warp
            25. UV Mapper Color
            26. UV Mapper Grayscale
        7. 3D view (Library)
          1. 3D view (Library)
          2. HDRI tools
            1. HDRI Tools
            2. Blackbody
            3. Color Temperature Adjustment
            4. Exposure
            5. Exposure Preview
            6. HDR Merge
            7. Nadir Extract
            8. Nadir Patch
            9. Panorama 3D Position
            10. Panorama Rotation
            11. Gradient 2 Points
            12. Gradient Linear (HDRI)
            13. Line Light
            14. Physical Sun/Sky
            15. Plane Light
            16. Shape Light
            17. Sphere Light
            18. Straighten Horizon
  8. Substance function graphs
    1. Substance function graphs
    2. What is a Substance function graph?
    3. Create and edit a Substance function graph
    4. The Substance function graph
    5. Variables
      1. Variables
      2. Built-in variables
      3. Get a variable value
      4. Create a variable
    6. FX-maps
      1. FX-Maps
      2. How it works
      3. The Iterate node
      4. The Quadrant node
      5. Using Substance function graphs in FX-Maps
        1. Using Substance function graphs
          in FX-Maps
        2. Iterate and $number variable
        3. Using the Sampler nodes
        4. Using the Set/Sequence nodes
    7. Warnings in Substance function graphs
    8. Sample Substance function graphs
    9. Nodes reference for Substance function graphs
      1. Nodes reference for Substance function graphs
      2. Function nodes overview
      3. Constant nodes
      4. Vector and Swizzle nodes
      5. Get nodes
      6. Sampler nodes
      7. Cast nodes
      8. Operator nodes
      9. Logical nodes
      10. Comparison nodes
      11. Function nodes
      12. Control nodes
  9. MDL graphs
    1. MDL graphs
    2. Main MDL graph concepts
    3. Creating an MDL graph
    4. MDL library
    5. Exposing parameters in MDL graphs
    6. Substance graphs and MDL materials
    7. Exporting MDL content
    8. Warnings in MDL graphs
    9. MDL learning resources
  10. Bakers
    1. Bakers
    2. Bakers legacy interface
  11. Best practices
    1. Best practices
    2. Filesize reduction guidelines
    3. Graph creation etiquette
    4. Performance optimization guidelines
  12. Pipeline and project configuration
    1. Pipeline and project configuration
    2. Project configuration files - SBSPRJ
    3. Configuration list - SBSCFG
    4. User preferences - Automating setup
    5. Retrieving the installation path
    6. Environment variables
  13. Color management
    1. Color management
    2. Spot colors (Pantone)
  14. Package metadata
  15. Scripting
    1. Scripting
    2. Plugin basics
    3. Plugin search paths
    4. Plugins packages
    5. Plugin manager
    6. Python editor
    7. Accessing graphs and selections
    8. Nodes and properties
    9. Undo and redo
    10. Application callbacks
    11. Creating user interface elements
    12. Adding actions to the Explorer toolbar
    13. Using color management
    14. Using spot colors
    15. Logging
    16. Using threads
    17. Debugging plugins using Visual Studio Code
    18. Porting previous plugins
    19. Packaging plugins
    20. Scripting API reference
  16. Technical issues
    1. Technical issues
    2. Warnings and errors
    3. Cannot create/load a project
    4. Application does not start
    5. Crash when rendering graphs
    6. Parameters not working as expected
    7. Incorrect image output
    8. 3D View issues
    9. User interface issues
    10. Python issues
    11. Substance model graph feature is missing
  17. Release notes
    1. Release notes
    2. All changes
    3. Version 13.1
    4. Version 13.0
    5. Version 12.4
    6. Version 12.3
    7. Version 12.2
    8. Version 12.1
    9. Version 11.3
    10. Version 11.2
    11. Version 2021.1 (11.1)
    12. Old versions
      1. Old versions
      2. Version 2020.2 (10.2)
      3. Version 2020.1 (10.1)
      4. Version 2019.3 (9.3)
      5. Version 2019.2 (9.2)
      6. Version 2019.1 (9.1)

Project settings

Project settings

This page presents the Projects settings in Substance 3D Designer, and the settings contained within.

Substance 3D Designer allows you to create preferences per project, and share them across workstations. These preferences can be found in the Projects tab of the Preferences window.

This is very helpful if you want to set up a common working environment for a team working on the same project, by using the same Project File on all systems.

For more information about setting up and integrating Substance 3D Designer in a production pipeline, we strongly recommend referring to the Pipeline and Project Configuration section of the documentation.

In this page


Configuration file

This allows you to set the path of the Configuration File for Substance 3D Designer. A configuration file uses the *.sbscfg extension, and contains a list of project files along with a set Compatibility Display setting.

Default: default_configuration.sbscfg


You can use the --config-file command line option to launch Designer with a specific config file.
For more information about Configuration Files, you can refer to the Configuration List - SBSCFG page of the documentation.

Project files

A project file contains a number of settings which define key aspects of the working environment in Designer, arranged into tabs. These settings are listed in the Project chapter of this page. Project files use the *.sbsprj extension.

You can import multiple project files to be used for your working environment in Designer. When multiple project files exist, settings which are lists (e.g. library watched paths, aliases, etc.) are combined, and settings which are unique set values are defined by the last project file of the list.

Default: default_project.sbsprj (read only), user_project.sbsprj

For more information about using Project Files in a production pipeline, you can refer to the Project Configuration Files - SBSPRJ page of the documentation.

Compatibility display

Some of the nodes created with a recent version of Designer are not compatible with older versions of the Substance Engine.

Compatibility Mode will highlight the nodes which are not compatible with the selected Substance Engine, with a yellow outline.

Default: Substance Engine v7


3D View

Default shader

This setting lets you select the shader which should be used by default when starting a new 3D View.

Default: physically_metallic_roughness.glslfx

Default environment map

This setting lets you select the texture which should be applied by default to the Environment when starting a new 3D View.

Default: panorama_map.hdr

Default state file

The 3D View Scene State file includes a number of settings for the 3D View, such as camera position, environment exposure and mesh. It is used to store the state of the 3D View so you can quickly load a scene which is tailored to your needs. Scene State files use the *.sbsscn extension.

This setting lets you select the 3D View Scene State file which should be used when starting a new 3D View.


Some software updates can change the way scene states are saved/loaded.
If the scene is not restored correctly, it is recommended to manually set the desired state of the scene, and reexport the Scene state file you use as default.

Default: Empty (in this case, a preset scene state is used)

Default lighting state

This setting lets you select which of the predefined available lights should be enabled when starting a new 3D View, if no file is set in the Default State File field.

Default: Ambient Light only


Aliases are used to shorten system paths and allow teams to share assets more efficiently. Aliases are used throughout the software as well as in SBS files.

This settings allows you to add and edit aliases. When an alias is applied, it replaces the mapped path using the following syntax: ://.

Example: if a resource myResource in the folder myFolder is placed at the location C:/Users/user/Documents, then mapping this location to myalias will result in the myalias://myFolder/myResource path being used in the application and the SBS package the resource belongs to.

Default: sbs; sd-3dview-shapes; sd-3dview-maps; sd-3dview-shaders (Default project)


Aliases are global to the application. This means they will be applied to all paths used in the application, as well as all paths in loaded SBSPRJ Project Settings files. Keep that in mind when setting up your project environment!
Also, we recommend not nesting aliases – i.e. aliasing a path which is also included in another alias.


Default resource name

This setting lets you set a default naming template which will be used for the output image files. The aliases available in the baking window can also be used here (i.e. $(mesh), $(bakername), $(udim), $(custom)).

Default: $(mesh)_$(bakername)

Default preset

When opening the the baking window, you can have it already configured with specific bakers and settings by using this option to point to a presets JSON file. This file can be exported from the baking window once it has been set up according to your needs.

Default: None

Resource name macros  

Instead of the $(bakername) alias, you can use your own character strings for each baker.
When the $(custom) alias is used in the output image name for any baker, it will be replaced by the character string matching that baker in the list. If a cell of the list corresponding to a baker is left blank, the $(custom) alias will not be replaced for this baker.

Example: The 'c-mesh' value assigned to the 'Curvature Map From Mesh' baker will automatically rename t_mymesh_$(custom) into t_mymesh_c-mesh for the output of the Curvature From Mesh baker only.

Default: None

Sub-meshes name filter  

When using the Match By Name option in the bakers, the parts of the low and high definition versions of a mesh are matched if the name of those parts before the defined suffixes is identical. This setting lets you set your own suffixes to suit your specific workflow.
Matching parts of meshes can make rays ignore undesired geometry in baking operations.

Example: the body-torso_low object in the body.fbx mesh would be matched to the body-torso_high object in body_high.fbx, if these objects exist in these meshes.

Default: _low (Low Poly Mesh) / _high (High Poly Mesh)

Similarly, backfaces can be selectively ignored for the parts of a mesh which name include the defined suffix, for specific bakers which include the Ignore Backface option.

Default: _ignorebf

The Ignore Backface and Low/High Poly Mesh suffixes can be combined in any order (e.g. body-torso_low_ignorebf)


Please refer to the Color Management page.

Changes to these settings will take effect after restarting Designer.


Substance templates

When creating a new graph, you are prompted to start working off of a template which can have a number of settings and content pre-configured, such as outputs (e.g. PBR (Metallic/Roughness)).

This setting lets you point Designer to directories where you can store your own SBS files to use as templates. Your custom templates will then be added to the list when creating a new graph.

Default: None

We recommend using the current templates as a reference for configuring and formatting your template SBS files.
The templates can be found in the resources > templates folder in the Substance 3D Designer installation directory.

3D scenes

By default, Designer uses the MikkT tangent space in the 3D View. MikkT is widely used and is the default in programs such as Unity, Unreal Engine 4, Blender and xNormal.

You can use your own tangent space for the 3D View, which you provide to Designer in the form of a DLL file input in this setting.
The label is auto-detected from the DLL file, and you can edit the description for the plugin.

Default: mikktspace.dll

Always recompute tangent frames.

Default: Unchecked

Normal and Tangent Smoothing Angle.

Default: 180.0°


Normal maps can be generated or processed using either the DirectX or OpenGL format. This setting sets the value for this format in several places, such as material properties in the 3D View and the Normal filter node parameters.

Default: DirectX


Regarding the Normal filter node, you can set the default value for the Alpha Channel Content parameter. You can either choose to force the alpha to 1 in all cases, or fill it with information from its input.

Default: Force Alpha to 1

Image formats

This lets you specify the default format settings for exported images.

Default: Default (BMP) / Piz-based wavelet, unchecked, unchecked (EXR) / Unchecked, unchecked, 75 (JPG) / Best Speed, unchecked (PNG) / Default (TGA) / LZW (TIF) / Unchecked, 75 (WEBP)

Dependencies paths

SBS packages generally have dependencies, i.e. reliance on external resources such as other SBS packages, bitmaps or vector files. These dependencies, which are listed in the Dependency Manager, are stored and referenced in the SBS package with a path which points to these resources.

For dependencies which include the same path as the SBS package (i.e. they are located in the same locations or sub-folder(s) from that location), the reference path is written relative to the SBS package location.

Example: for a SBS package myproject/, an image myproject/myfolder/myimage.png will be referenced to the myfolder/myimage.png path in

For dependencies which do not include the same path as the SBS package (i.e. they are located in a different location altogether from the SBS package), you can choose how the path is written.

If it is set to relative paths, the resource will be referenced in the same way as described above.

Example: for a SBS package myparentfolder/ myproject/, an image myparentfolder/myotherfolder/myimage.png will be referenced to the ../myotherfolder/myimage.png path in

If it is set to absolute paths, the resource will be referenced by its full system path (i.e. its filename).

Example: for a SBS package myparentfolder/mymyproject/, an image myparentfolder/myotherfolder/myimage.png will be referenced to this same full path in

Default: ...relative paths.

In all cases, moving the resources will break dependencies , which will result in Ghost Instance nodes in graphs.
To consolidate all dependencies in a single project folder along with the SBS package, you can use the Export with dependencies... features in the Explorer panel. This effectively creates an autonomous project folder which can be moved freely.


This section lets you manage the custom content of the Library.

The content of all folders listed in the Paths added list will be included in the Library. Any change to the content are reflected in the Library, following a refresh period which can be set in the Library tab of the Preferences window.

In the columns of the list, you can find options giving you more granular control over the way the content of these folders are added to the Library:

  • Enabled; the content of the folder is shown in the Library (Default: Checked)
  • Recursive: the content of all children folders is also shown in the Library (Default: Checked)
  • Exclude pattern: the content which entire filename matches the input Regex (regular expression) is not shown in the Library (e.g. */excluded_directory/*) . Learn more about the regular expression syntax here (Default: None)
  • Exclude extension: the content which file extension include the input text string is not shown in the Library. Multiple strings should be separated by semi-colons (e.g. jpg;png;tif;fbx). (Default: None)

If SBS packages are added to the Library, the graphs and resources it contains can be shown in the Library as separate entries, if their Visible In Library parameter is set to 'Yes'.
Options are available to define if this parameter should be set to 'Yes' by default when creating/adding a new graph or resource in a package.

Default: Checked

If a Photoshop document (*.PSD file) included in the Library has multiple layers, an option lets you display the content of each layer as a separate image entry in the Library.

Default: Checked

While your custom resources will be added to the Library, it might not be visible because of the filtering rules set for the existing Library categories. We recommend creating your own filters organised in folders, to ensure your content can be reliably found while working on your projects.
See the Managing custom content and filters section of the documentation for more information.


If you want to add your own MDL modules to the mdl section of the Library, you can add folders which include the modules in this list.
Note that if modules are stored in subfolders, they will added as well and the folder hierarchy will be mirrored in the Library.

Example: If the folder mymdlfolder is added to this list, two MDL modules mymdlfolder/mymodule.mdl and mymdlfolder/mysubfolder/myothermodule.mdl would be added in the Library as the mdl/mymodule and mdl/mysubfolder/myothermodule entries.

Default: None


Substance 3D Designer will automatically load all plugins located in the folders you add to the Url list.

Default: None

Changes to these settings will take effect after restarting Designer.
Plugin packages still need to be installed manually using the Plugin Manager.



This feature will be retired in a future release in favor of the more robust Python API. Therefore, we recommend making the switch in your scripts as soon as possible.
You may go to the Application callbacks page in the Scripting section of our documentation to get started.

This section lets you set up and control scripts to be executed when specific events happen in Designer. It is particularly useful when used in conjunction with the Perforce integration which can be configured in the Version Control tab of the Project Settings.


Designer has pre-configured callbacks triggers, which will execute the script you provide using the interpreter set up in the Interpreters list described below.

The included callbacks are the following:

  • onBeforeFileLoaded – executes the script before a SBS package is loaded
  • onAfterFileLoaded – executes the script after a SBS package is loaded
  • onBeforeFileSaved – executes the script before a SBS package is saved
  • onAfterFileSaved – executes the script after a SBS package is saved
  • getGraphExportOptions – executes the script when the Export Outputs options are called

A Python script is included in the installation files, with the functions triggered by each callback already set up and ready to use. You can use it as a starting point and add functionality according to your needs. This script is, located in the tools > scripting folder of the installation files.

Default: None

Initially, selecting a script for any of the callbacks will input that script in all callbacks for convenience. You can freely set up different scripts for specific callbacks after that point.


In this list, you can provide specific interpreters Designer should use to execute the scripts set up in the Actions list described above. Interpreters are identified using a custom alias you can edit in the text field of each entry of the list.

A Python 3.6 interpreter is bundled with the installation files of Designer. You can find it in the plugins > pythonsdk folder of the installation files.

Default: None

Version Control


Perforce is the only tool which is currently supported for version control.

Please refer to the Version control page.

How should you use this?

You should set all preferences that are project-specific in a Project File (*.sbsprj) in Designer. These preferences include:

All the paths are stored relative to the Project File (.spsprj). so you can have a library folder at the same location as your Project File in Perforce, with the following sub-folder tree :

  • maps/
  • meshes/
  • sbs/
  • sbsar/
  • psd/
  • 3Dview/
  • ...

On the same level as the Project File, you may also store a tangent space plugin or default shader.

The Configuration File (*.sbscfg) should be placed in the Perforce workspace alongside the Project File.

For more information about setting up and integrating Substance 3D Designer in a production pipeline , we strongly recommend referring to the Pipeline and Project Configuration section of the documentation.


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