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- Interface
- Home screen
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- Explorer window
- The graph view
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- Dependency Manager
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- Importing, linking and new resources
- Bitmap resource
- Vector graphics (SVG) resource
- 3D scene resource
- AxF (Appearance eXchange Format)
- Font resource
- Warnings from dependencies
- Substance graphs
- Substance graphs
- Substance graph key concepts
- Creating a Substance graph
- Exposing a parameter
- Graph parameters
- Inheritance in Substance graphs
- Output size
- Values in Substance graphs
- Publishing Substance 3D asset files (SBSAR)
- Exporting Bitmaps
- Exporting PSD files
- Sample Substance graphs
- Warnings in Substance graphs
- Nodes reference for Substance graphs
- Nodes reference for Substance graphs
- Atomic nodes
- Node library
- Node library
- Texture Generators
- Texture Generators
- Noises
- Noises
- 3D Perlin Noise
- 3D Perlin Noise Fractal
- 3D Ridged Noise Fractal
- 3D Simplex Noise
- 3D Voronoi
- 3D Voronoi Fractal
- 3D Worley Noise
- Anisotropic Noise
- Blue Noise Fast
- BnW Spots 1
- BnW Spots 2
- BnW Spots 3
- Cells 1
- Cells 2
- Cells 3
- Cells 4
- Clouds 1
- Clouds 2
- Clouds 3
- Creased
- Crystal 1
- Crystal 2
- Directional Noise 1
- Directional Noise 2
- Directional Noise 3
- Directional Noise 4
- Directional Scratches
- Dirt 1
- Dirt 2
- Dirt 3
- Dirt 4
- Dirt 5
- Dirt Gradient
- Fluid
- Fractal Sum 1
- Fractal Sum 2
- Fractal Sum 3
- Fractal Sum 4
- Fractal Sum Base
- Fur 1
- Fur 2
- Fur 3
- Gaussian Noise
- Gaussian Spots 1
- Gaussian Spots 2
- Grunge Concrete
- Grunge Damas
- Grunge Galvanic Large
- Grunge Galvanic Small
- Grunge Leaks
- Grunge Leaky Paint
- Grunge Map 001
- Grunge Map 002
- Grunge Map 003
- Grunge Map 004
- Grunge Map 005
- Grunge Map 006
- Grunge Map 007
- Grunge Map 008
- Grunge Map 009
- Grunge Map 010
- Grunge Map 011
- Grunge Map 012
- Grunge Map 013
- Grunge Map 014
- Grunge Map 015
- Grunge Rough Dirty
- Grunge Rust Fine
- Grunge Scratches Dirty
- Grunge Scratches Fine
- Grunge Scratches Rough
- Grunge Shavings
- Grunge Splashes Dusty
- Grunge Spots
- Grunge Spots Dirty
- Liquid
- Messy Fibers 1
- Messy Fibers 2
- Messy Fibers 3
- Microscope View
- Moisture Noise
- Perlin Noise
- Plasma
- Caustics
- Voronoi
- Voronoi Fractal
- Waveform 1
- White Noise
- White Noise Fast
- Patterns
- Patterns
- 3D Linear Gradient
- 3D Volume Mask
- Alveolus
- Arc Pavement
- Brick 1
- Brick 2
- Brick Generator
- Checker 1
- Cube 3D
- Cube 3D GBuffers
- Fibers 1
- Fibers 2
- Gaussian 1
- Gaussian 2
- Gradient Axial
- Gradient Axial Reflected
- Gradient Circular
- Gradient Linear 1
- Gradient Linear 2
- Gradient Linear 3
- Gradient Radial
- Height Extrude
- Mesh 1
- Mesh 2
- Panorama Shape
- Polygon 1
- Polygon 2
- Scratches Generator
- Shape
- Shape Extrude
- Shape Mapper
- Shape Splatter
- Shape Splatter Blend
- Shape Splatter Data Extract
- Shape Splatter to Mask
- Splatter
- Splatter Circular
- Star
- Starburst
- Stripes
- Tile Generator
- Tile Random
- Tile Random 2
- Tile Sampler
- Triangle Grid
- Weave 1
- Weave 2
- Weave Generator
- Filters
- Filters
- Adjustments
- Adjustments
- Auto Levels
- Channel Mixer
- Chrominance Extract
- Clamp
- Color Match
- Color To Mask
- Contrast/Luminosity
- Convert To Linear
- Convert to sRGB
- Grayscale Conversion Advanced
- Hald CLUT
- HDR Range Viewer
- Height Map Frequencies Mapper
- Highpass
- Histogram Range
- Histogram Scan
- Histogram Scan Non-Uniform
- Histogram Select
- Histogram Shift
- Invert
- Lighting Cancel High Frequencies
- Lighting Cancel Low Frequencies
- Luminance Highpass
- Min Max
- Pow
- Quantize
- Replace Color
- Replace Color Range
- Threshold
- Blending
- Blurs
- Channels
- Effects
- Effects
- 3D Texture Position
- 3D Texture SDF
- 3D Texture Surface Render
- 3D Texture Volume Render
- Ambient Occlusion (HBAO) (Filter Node)
- Ambient Occlusion (RTAO)
- Bevel (Filter Node)
- Cross Section
- Curvature (Filter Node)
- Curvature Smooth
- Curvature Sobel
- Diffusion Color
- Diffusion Grayscale
- Diffusion UV
- Edge Detect
- Emboss With Gloss
- Extend Shape
- Flood Fill
- Flood Fill Mapper
- Flood Fill to BBox Size
- Flood Fill to Gradient
- Flood Fill to Grayscale/Color
- Flood Fill to Index
- Flood Fill to Position
- Flood Fill to Random Color
- Flood Fill to Random Grayscale
- FXAA
- Glow
- Mosaic
- Multi Directional Warp
- Non Uniform Directional Warp
- Reaction Diffusion Fast
- RT Irradiance
- RT Shadow
- Shadows (Filter Node)
- Shape Drop Shadow
- Shape Glow
- Shape Stroke
- Summed Area Table
- Swirl
- Uber Emboss
- Vector Morph
- Vector Warp
- Normal Map
- Tiling
- Transforms
- Material Filters
- Material Filters
- 1-Click
- Effects (Material)
- Transforms (Material)
- Blending (Material)
- PBR Utilities
- Scan Processing
- Mesh Based Generators
- Mesh Based Generators
- Mask Generators
- Weathering
- Utilities (Mesh Based Generators)
- 3D View (Library)
- 3D View (Library)
- HDRI Tools
- Node library
- Graph items
- Substance function graphs
- Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function graph
- The Substance function graph
- Variables
- FX-Maps
- FX-Maps
- How it works
- The Iterate Node
- The Quadrant Node
- Using Substance function graphs in FX-Maps
- Warnings in Substance function graphs
- Sample Substance function graphs
- Nodes reference for Substance function graphs
- MDL graphs
- Bakers
- Best Practices
- Pipeline and Project Configuration
- Color Management
- Package Metadata
- Scripting
- Scripting
- Plugin basics
- Plugin search paths
- Plugins packages
- Plugin Manager
- Python Editor
- Accessing graphs and selections
- Nodes and properties
- Undo and redo
- Application callbacks
- Creating user interface elements
- Adding actions to the Explorer toolbar
- Using color management
- Using spot colors
- Logging
- Using threads
- Debugging plugins using Visual Studio Code
- Porting previous plugins
- Packaging plugins
- Scripting API reference
- Technical issues
- Release Notes
Vector graphics (SVG) resource
Substance 3D Designer supports a limited form of Vector Graphics, through the Scalable Vector graphics format. SVG files can be brought in as resources in different ways, to be used as resources for your graphs.
SVG files can be created or edited through the atomic SVG node, they can also be created by the UV to SVG baker.
Adobe Illustrator (.ai) files are not currently supported.
SVG storage
SVG storage depends on if they are Linked, or imported. Imported SVG files are embedded into the SBS file, requiring no external files like Bitmaps, and can be edited using the Vector editing tools.
SVG attributes
SVG Resources in a package have a number of attributes that you can customize. Most attributes don't have a major purpose and are for library filters, but a minority affects rendering quality.
Attribute name | Purpose |
---|---|
Identifier | used for referencing inside packages. No reason to change this |
File Path | Used to reference file on disk in SBS. Do not modify directly, used Relocate... functionality! |
Description | Used for library descriptions. |
Category | Used for Library filters. |
Label | Used for Library filters. |
Author | Used for Library filters. |
Author URL | Used for Library filters. |
Tags | Used for Library filters. |
User Data | Optional extra data, not used on bitmaps. |
Show In Library | Determines if bitmap should be hidden in the Library View. |
Vector Graphics Quality | Affects rendering quality. Range is not linear, best quality is achieved at 0.5, beyond that it starts to optimize again. |
SVG authoring
Because only a limited set of functionality is supported, authoring SVG's is constrained.
In general the following is true:
SVG features
- Only simple primitive shapes and paths are guaranteed to draw correctly.
- Stroke is supported, but only results in 1px stroke, as stroke styling is ignored.
- Dashed line styles will definitely break.
- Text needs to be converted to paths/outline to be rendered.
- Advanced features like gradients are not supported.
- Style Elements for CSS properties are not supported.
Recommended export option for SVGs
Export options are slightly different for each applications:
Adobe Illustrator
Illustrator allows the most control over your SVG exports if you pay attention to the following options.
- Use only Save As, not Export As!
- SVG Profile does not matter much, though the Tiny profile will (mostly) default to settings that are definitely correct;
- Fonts must be set to Convert to Outline to work;
- CSS Properties should not be set to Style Elements, all other options will work;
- Uncheck Preserve Illustrator Editing Capabilities;
- Uncheck Responsive;
- Strokes will not work well, use Object > Path > Outline Stroke to get them to show up.
The image on the right demonstrates the recommended export options, click on it to display it in full size.
Artboards can affect the result of the SVG file generated. Some Illustrator file templates introduce multiple Artboards.
Try to have only one, properly cropped artboard, and have it selected in the Artboard window when saving as SVG.

Inkscape
Inkscape saves natively as SVG, but with less control over the file format. Inkscape files will mostly work natively in the application, but with some limitations:
- Strokes only show as 1px wide in Substance 3D Designer, use Path > Stroke to Path to get them to work,
- Text will not work, use Path > Object to Path to get text to work.
Photoshop
Photoshop has a very limited SVG exporter (File > Export >Export As..) that is currently unable to produce correct results for Substance 3D Designer. You can get your shape and path information, but Style is always saved as Elements, which is incompatible.
It can be used for simple black and white shape masks, where a solution is to extract the Alpha from the SVG using Alpha Split.
Alternatively a Photoshop-exported SVG can be Imported, which lets you then edit the style information natively inside the application.
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