User Guide Cancel

User data | Substance 3D Painter

  1. Substance 3D home
  2. Home
  3. Getting Started
    1. Getting Started overview
    2. Activation and licenses
    3. System requirements
    4. Project creation
    5. Export
      1. Export overview
      2. Export window
        1. Export window overview
        2. Export settings
        3. Output templates
        4. List of exports
      3. Export presets
        1. Export presets overview
        2. Predefined presets
          1. Predefined Presets
          2. USD PBR Metal Roughness Preset
          3. Default Presets
        3. Creating export presets
    6. Glossary
    7. Performance
  4. Interface
    1. Assets
      1. Assets overview
      2. Navigation
      3. Customizing the layout
      4. Filter by path
      5. Saved searches
      6. Advanced search queries
      7. Adding a new library
      8. Sub-library tab
    2. Substance 3D Assets
    3. Color picker
    4. Display settings
      1. Display settings overview
      2. Environment settings
      3. Camera settings
      4. Viewport settings
    5. History
    6. Layer stack
      1. Layer stack overview
      2. Creating layers
      3. Managing layers
      4. Masking and effects
      5. Blending modes
      6. Layer instancing
      7. Geometry mask
    7. Main menu
      1. Main menu overview
      2. File menu
      3. Edit menu
      4. Mode menu
      5. Window menu
      6. Viewport menu
      7. Plugins menu
      8. Help menu
    8. Project configuration
    9. Properties
    10. Settings
      1. Settings overview
      2. General preferences
      3. Shortcuts
      4. Libraries configuration
    11. Shader settings
      1. Shader settings overview
      2. Updating a shader
    12. Texture Set
      1. Texture Set overview
      2. Texture Set list
      3. Texture Set settings
      4. Texture Set reassignment
    13. Toolbars
    14. Viewport
      1. Viewport overview
      2. 2D view
      3. 3D view
      4. Camera management
    15. Miscellaneous
      1. Sliders
      2. Log
      3. Update checker
  5. Painting
    1. Painting overview
    2. Tool list
      1. Paint brush
      2. Eraser
      3. Projection
      4. Polygon fill
      5. Smudge tool
      6. Clone Tool
      7. Quick mask
      8. Path tool
    3. Straight line   
    4. Lazy mouse 
    5. Symmetry
      1. Symmetry overview
      2. Mirror Symmetry
    6. Fill projections
      1. Fill projections overview
      2. Fill (match per UV Tile)
      3. UV projection
      4. Tri-planar projection
      5. Planar projection
      6. Spherical projection
      7. Cylindrical projection
      8. Warp projection
      9. UV set to UV set projection
    7. Presets
      1. Presets overview
      2. Creating and saving presets
      3. Creating particles presets
        1. Creating particles overview
        2. Installing the particle editor
        3. Overview of the particle editor
        4. Creating a new particle script
      4. Photoshop brush presets (ABR)
        1. Photoshop brush presets overview
        2. Exporting Brush Presets from Photoshop
        3. Importing Photoshop Brush Presets
        4. Photoshop Brush Parameters Compatibility
    8. Dynamic strokes
      1. Dynamic strokes overview
      2. Enabling Dynamic Stroke feature
      3. Dynamic Stroke Performances
      4. Creating custom Dynamic Strokes
    9. Advanced channel painting
      1. Channel painting overview
      2. Ambient Occlusion
      3. Flow Map
      4. Height Map
      5. Normal Map
    10. Vector graphic (.svg & .ai)
    11. Text resource
  6. Effects
    1. Effects overview
    2. Generator
    3. Paint
    4. Fill
    5. Levels
    6. Compare Mask
    7. Filter
    8. Anchor Point
  7. Baking
    1. Baking overview
    2. How to bake mesh maps
    3. Baking visualization settings
  8. Content
    1. Creating custom effects
      1. Creating custom effects overview
      2. Generic filter
      3. Channel specific filter
      4. Generators
      5. Mesh map
      6. Mesh based input
      7. User data
    2. Importing assets
      1. Adding resources via drag and drop
      2. Adding resources via the import window
      3. Adding content on the hard drive
      4. Receiving assets from other Substance 3D applications
  9. Features
    1. Automatic UV Unwrapping
    2. Physical size
    3. Smart Materials and Masks
    4. Subsurface Scattering
      1. Subsurface Scattering overview
      2. Enabling Subsurface in a Project
      3. Subsurface Parameters
      4. Subsurface Material Type
    5. Dynamic Material Layering
    6. UV Reprojection
    7. UV Tiles
      1. UV Tiles overview
      2. Image Sequence
    8. Color Management
      1. Color management overview
      2. Color management with Adobe ACE - ICC
      3. Color management with OpenColorIO
    9. Post Processing
      1. Post Processing overview
      2. Color correction
      3. Depth of Field
      4. Glare
      5. Lens Distortion
      6. Tone Mapping
      7. Vignette
      8. Color Profile
    10. Iray Renderer
      1. Iray Renderer overview
      2. Iray Settings
      3. Viewer and MDL Settings
    11. Plugins
      1. Plugins overview
      2. Autosave
      3. Resources Updater
    12. Sparse Virtual Textures
    13. Custom Shaders
    14. SpaceMouse® by 3Dconnexion
    15. Universal Scene Description (USD)
    16. Send to
  10. Technical Support
    1. Performance Guidelines
      1. Performances guidelines overview
      2. Conflicts and background applications
      3. Mesh and UV setup
      4. GPU Drivers
      5. NVIDIA Drivers Settings
      6. GPU VRAM amount and bandwidth
      7. GPU VRAM and other applications
      8. Texture Sets amount
      9. Layer management
      10. Channels management
      11. Substance filters and materials
      12. Viewport display
    2. Configuring Pens and Tablets
    3. Exporting the log file
    4. Exporting a DXDiag
    5. Technical issues
      1. GPU Issues
        1. Crash when working with overclocked GPU
        2. Forcing the external GPU on Mac OS
        3. GPU drivers compatibility
        4. GPU drivers crash with long computations (TDR crash)
        5. GPU has outdated drivers
        6. GPU is not recognized
        7. GPU is not recognized and is mentionned as GDI Generic
        8. Issues with Nvidia GPUs on recent Mac OS versions
        9. Multi/Bi-GPU
        10. Running on integrated GPU
        11. Painter doesn't start on the right GPU
      2. Startup Issues
        1. Application failed to start because of Qt
        2. Crash or freeze during startup
        3. Software conflicts
      3. Rendering Issues
        1. Artifacts and glitches on Mac OS with Custom GPUs
        2. Blocky artifacts appear on textures in the viewport
        3. Mesh appears pink in the viewport
        4. Mesh flash to white when moving camera
        5. Some HDPI scaling values are not working
      4. Stability Issues
        1. Crash during export
        2. Crash when opening or saving a file
        3. Crash while baking
        4. Crash with low virtual memory
        5. Windows Blue Screens
      5. Miscellaneous Issues
        1. Corrupted texture error message
        2. Shelf resources are gone after 7.2 update
        3. Error there is no disk in the drive
        4. Error with missing api-ms-crt dll
        5. Impossible to drag and drop files into the shelf
        6. Impossible to use the ALT keyboard shortcut on Linux
        7. Assets (or shelf) previews are empty
    6. Workflow Issues
      1. Export Issues
        1. My exported opacity map is totally black
        2. Texture dilation or Padding
      2. Tools Issues
        1. Normal map looks incorrect when loaded in layer or tool properties
        2. Paint Tool bleeds on other UV islands
      3. Project Issues
        1. A project has been processed as a text file and is now corrupted
        2. Loading files from a network
        3. Preserve brush strokes setting stays disabled
        4. Projects are really big
      4. Library Issues
        1. Thumbnails in the shelf look incorrect
        2. Error when importing a Font
      5. Viewport Issues
        1. Mesh faces disappear when looking at them from behind
        2. Viewports and textures are blurry or lack sharpness
      6. Plugins Issues
        1. Substance Source plugin doesn't load
      7. License Issues
        1. Maintenance is expired dialog on startup
  11. Pipeline and integration
    1. Installation and preferences
      1. Preferences and application data location
      2. Automated installation
      3. Retrieving the installation path
    2. Configuration
      1. Command lines
      2. Environment variables
      3. Firewall Configuration
      4. Querying Current Software Version
      5. Remote Desktop
    3. Resource management
      1. Shelf and Assets location
      2. Resource paths
        1. Adding resource paths by editing preferences manually
        2. Editing resource paths manually
        3. Editing the Shelf Preferences with Python
      3. Adding saved searches manually
      4. Preferences and content migration
      5. Excluding resources in a resource path
  12. Scripting and development
    1. Scripts and plugins
      1. Creating a Javascript plugin
      2. Remote control with scripting
    2. Shader API Reference
      1. Shader API overview
      2. Changelog - Shader API
      3. Libraries - Shader API
        1. Lib Alpha - Shader API
        2. Lib Bayer - Shader API
        3. Lib Defines - Shader API
        4. Lib Emissive - Shader API
        5. Lib Env - Shader API
        6. Lib Normal - Shader API
        7. Lib PBR - Shader API
        8. Lib PBR Aniso - Shader API
        9. Lib Pom - Shader API
        10. Lib Random - Shader API
        11. Lib Sampler - Shader API
        12. Lib Sparse - Shader API
        13. Lib SSS - Shader API
        14. Lib Utils - Shader API
        15. Lib Vectors - Shader API
      4. Parameters - Shader API
        1. All Custom Params - Shader API
        2. All Engine Params - Shader API
        3. All Rendering States Params - Shader API
        4. Layering Bind Materials - Shader API
        5. Layering Declare Stacks - Shader API
      5. Shaders - Shader API
        1. PBR Material Layering - Shader API
        2. PBR Metal Rough - Shader API
        3. Pixelated - Shader API
        4. Surface Shader - Shader API
        5. Toon - Shader API
  13. Release notes
    1. Release notes overview
    2. All Changes
    3. Version 10.1
    4. Version 10.0
    5. Version 9.1
    6. Old versions
      1. Version 9.0
      2. Version 8.3
      3. Version 8.2
      4. Version 8.1
      5. Version 7.4
      6. Version 7.3
      7. Version 7.2
      8. Version 2021.1 (7.1.0)
      9. Version 2020.2 (6.2.0)
      10. Version 2020.1 (6.1.0)
      11. Version 2019.3
      12. Version 2019.2
      13. Version 2019.1
      14. Version 2018.3
      15. Version 2018.2
      16. Version 2018.1
      17. Version 2017.4
      18. Version 2017.3
      19. Version 2017.2
      20. Version 2017.1
      21. Version 2.6
      22. Version 2.5
      23. Version 2.4
      24. Version 2.3
      25. Version 2.2

User data

This page describes custom properties (user data) that can be added on Substance graph to execute specific behaviors.
The user data settings are usually applied to input or output nodes of a graph to indicate how the application should interpret them. This allows to request input of a graph to be in a certain way to apply effects is a known context (ex: requesting a specific color space) or to indicate how an output was made in case the application need to apply extra conversions afterward.

  • Use data settings are defined as key = value
  • Multiple settings are separated by a semicolon ( ; )

Color space

The colorspace setting can be used to request Substance graph inputs with a specific color space or to define an output configured in a certain way. For example specifying the format of the normal map output.

Syntax example: colorspace=$working

Contexts overview:

  • Color button: A color button widget in the properties of a Substance graph.
  • Graph input/output: input or output node of a graph connected to a channel (ex: BaseColor).
  • Image input: generic input of a graph, unrelated to specific channels.
Note:

With the introduction of color management, several behaviors related to color spaces setting have changed:

  • The table below list first the color space settings compatible prior to version 8.1. The second section is exclusive to version 8.1 and newer.
  • Regarding the contexts in which the color space setting can be used, only since version 8.1 can color button define a color space. In previous versions they were assumed to be in display space (sRGB).

The snorm and unorm color space/transformations should not be mixed with GPU texture formats, their purpose are different.

ColorSpaceContext availabilityDescription
auto

Color button
Graph input/output
Image input

Default. The application decides the color space conversion to perform depending on the input node properties and the image plugged in the input.

linear

Color button
Graph input/output
Image input

Standard sRGB IEC 61966-2-1:1999 color space with a linear gamma/tone-curve. Only available with Legacy color management mode.
srgb

Color button
Graph input/output
Image input

Standard sRGB IEC 61966-2-1:1999 color space. Only available with Legacy color management mode.
passthru

Color button
Graph input/output
Image input

Deprecated. Interpreted as linear in Legacy color management mode and raw with OCIO/ACE. Should be replaced by raw instead.

snorm

Graph input/output
Image input

Signed normalized. Request input image to be in range [0, 1]. For 8bit input images this means the middle value is 127. For floating image inputs the middle is 0.5 and does not perform any clamping.

normalxyzright

Graph input/output
Image input

OpenGL normal map format.

normalxyzleft

Graph input/output
Image input

DirectX normal map format.



unorm

Graph input/output
Image input

Floating input, without range/clamping.

data

Color button
Graph input/output
Image input

Unsigned normalized or float. Non-color information.

raw

Color button
Graph input/output
Image input

No color transformations are applied when this setting is used.

$standardsrgb

Color button
Graph input/output
Image input

Standard sRGB IEC 61966-2-1:1999 color space.

$working

Color button
Graph input/output
Image input

Working color space, depends on the color management settings. Will be identical to data for non-color managed channels and mono-channel (stencil, alpha, mask)

$raw

Color button
Graph input/output
Image input

Alias for raw.

$auto

Color button
Graph input/output
Image input

Alias for auto.

Alpha mode

The alpha setting can be used to specify how the alpha of a color input or output (RGBA) is combined.

Syntax example: alpha=premultiplied

SettingDescription

straight

Request or define the alpha as straight.

premultiplied

Request or define the alpha as pre-multiplied.

none

Passthrough, use the given alpha as-is.
Note:

The channel Opacity is considered as straight by default.

Image input default color

The default color of a Substance graph image input is black with its alpha set to 0. The defaultcolor setting allow to define a different value when the image input of a graph is empty

Floating values (range [0, 1]) or integer values (range [0, 255]) can be used to specify the color. Each component value is separated by a comma, while floating point value use a dot as the decimal separator. If a floating has not point it will be considered as an integer.

Syntax example:

  • defaultcolor=(1.0,0.5,0.0)
  • defaultcolor=(0,128,255)

Image input padding

By default image inputs of a Substance graph don't have any padding, the area outside the UV island is usually filled with a uniform color for performance reasons. The padding setting can be used to request infinite dilation instead, which can be used for filters to avoid creating seams for example.

Syntax example: padding=extend

Disable an output by default

When adding a substance into a slot (like the material slot of the tool of a fill layer), it is possible to specify via the metadata text field to not enable a specific channel :

  • On a specific output node (like a material) : disable=(true)
  • On a generic output node (like a filter) : disable=(height,diffuse,specular)

When loading the substance, this channel will not be enabled in the user interface and therefore will have no effect in the layer stack. The user can still enabled back the channel.

Designate an output as a common mask/alpha

The output of a Substance graph can be used a shared alpha channel/mask on the other outputs.

There are two ways to do so:

  • Create an ouput node with the identifier channels_Alpha
  • Or add the following userdata on a specific output node: IsChannelsAlpha=true

Some conditions may apply:

  • If an output node with the identifier channels_Alpha exists and other outputs don't have the userdata, this node will be used as the channels mask.
  • If an output has the userdata it will be used as the channels mask as long no channels_Alpha node exists.
  • If both a channels_Alpha node and a node with the userdata exist, then the channels_Alpha output node will be used first.
  • If multiple nodes have the userdata, the first node found by the application will be used as the channels mask. The order in which the outputs are found is not guaranteed to the same as defined by the Substance graph.
Note:

This settings only applies to Substance graph used in material mode. It doesn't apply to filters, generator, etc.

Set default blending mode for Material outputs

It is possible to define what the blending mode of a specific output in a Substance graph should be when drag and dropping materials from the Shelf into the viewport or layer stack.

  • On a specific output node: blendingmode=normal

List of supported blending modes:

  • normal
  • passthrough
  • disable
  • replace
  • multiply
  • divide
  • inversedivide
  • darken
  • lighten
  • lineardodge
  • subtract
  • inversesubtract
  • difference
  • exclusion
  • signedaddition
  • overlay
  • screen
  • linearburn
  • colorburn
  • colordodge
  • softlight
  • hardlight
  • vividlight
  • pinlight
  • tint
  • saturation
  • color
  • value
  • normalcombine
  • normaldetail
  • normalinversedetail

 Adobe

Get help faster and easier

New user?

Adobe MAX 2024

Adobe MAX
The Creativity Conference

Oct 14–16 Miami Beach and online

Adobe MAX

The Creativity Conference

Oct 14–16 Miami Beach and online

Adobe MAX 2024

Adobe MAX
The Creativity Conference

Oct 14–16 Miami Beach and online

Adobe MAX

The Creativity Conference

Oct 14–16 Miami Beach and online