- Substance 3D home
- Home
- Getting Started
- Getting Started overview
- Activation and licenses
- System requirements
- Project creation
- Export
- Export overview
- Export window
- Export presets
- Export overview
- Glossary
- Performance
- Getting Started overview
- Interface
- Assets
- Substance 3D Assets
- Color picker
- Display settings
- History
- Layer stack
- Main menu
- Project configuration
- Properties
- Settings
- Shader settings
- Texture Set
- Toolbars
- Viewport
- Miscellaneous
- Assets
- Painting
- Painting overview
- Tool list
- Straight line
- Lazy mouse
- Symmetry
- Fill projections
- Presets
- Presets overview
- Creating and saving presets
- Creating particles presets
- Photoshop brush presets (ABR)
- Dynamic strokes
- Advanced channel painting
- Vector graphic (.svg & .ai)
- Text resource
- Effects
- Baking
- Content
- Creating custom effects
- Importing assets
- Creating custom effects
- Features
- Automatic UV Unwrapping
- Physical size
- Smart Materials and Masks
- Subsurface Scattering
- Dynamic Material Layering
- UV Reprojection
- UV Tiles
- Color Management
- Post Processing
- Iray Renderer
- Plugins
- Sparse Virtual Textures
- Custom Shaders
- SpaceMouse® by 3Dconnexion
- Universal Scene Description (USD)
- Send to
- Technical Support
- Performance Guidelines
- Configuring Pens and Tablets
- Exporting the log file
- Exporting a DXDiag
- Technical issues
- GPU Issues
- Crash when working with overclocked GPU
- Forcing the external GPU on Mac OS
- GPU drivers compatibility
- GPU drivers crash with long computations (TDR crash)
- GPU has outdated drivers
- GPU is not recognized
- GPU is not recognized and is mentionned as GDI Generic
- Issues with Nvidia GPUs on recent Mac OS versions
- Multi/Bi-GPU
- Running on integrated GPU
- Painter doesn't start on the right GPU
- Startup Issues
- Rendering Issues
- Stability Issues
- Miscellaneous Issues
- GPU Issues
- Workflow Issues
- Export Issues
- Tools Issues
- Project Issues
- Library Issues
- Viewport Issues
- Plugins Issues
- License Issues
- Pipeline and integration
- Installation and preferences
- Configuration
- Resource management
- Scripting and development
- Scripts and plugins
- Shader API Reference
- Shader API overview
- Changelog - Shader API
- Libraries - Shader API
- Lib Alpha - Shader API
- Lib Bayer - Shader API
- Lib Defines - Shader API
- Lib Emissive - Shader API
- Lib Env - Shader API
- Lib Normal - Shader API
- Lib PBR - Shader API
- Lib PBR Aniso - Shader API
- Lib Pom - Shader API
- Lib Random - Shader API
- Lib Sampler - Shader API
- Lib Sparse - Shader API
- Lib SSS - Shader API
- Lib Utils - Shader API
- Lib Vectors - Shader API
- Parameters - Shader API
- Shaders - Shader API
- Release notes
- Release notes overview
- All Changes
- Version 10.1
- Version 10.0
- Version 9.1
- Old versions
- Version 9.0
- Version 8.3
- Version 8.2
- Version 8.1
- Version 7.4
- Version 7.3
- Version 7.2
- Version 2021.1 (7.1.0)
- Version 2020.2 (6.2.0)
- Version 2020.1 (6.1.0)
- Version 2019.3
- Version 2019.2
- Version 2019.1
- Version 2018.3
- Version 2018.2
- Version 2018.1
- Version 2017.4
- Version 2017.3
- Version 2017.2
- Version 2017.1
- Version 2.6
- Version 2.5
- Version 2.4
- Version 2.3
- Version 2.2
Color management with Adobe ACE - ICC
This page lists the color management settings related to the Adobe Color Engine (ACE) to use image with ICC profiles.
Project settings
The project settings can be set when creating a new project via the new project window or by using the project configuration window.
If an environment variable (see below) or a preset file is loaded, the settings in the UI will be disabled.
The available settings are:
Section | Setting | Description |
---|---|---|
Configuration | Color management | Define which engine to use to manage colors. Possible values:
|
Use a preset file | If enabled, allow tod rive the color management settings via a json configuration file. | |
Preset file | Path to the preset file, in json format. For more details, see below. | |
Color settings | Working color space | The color space used by the engine to work inside the application. This the color space from which textures may be converted to (import) or from (export). Possible values are:
|
Rendering intent | Specify the method used to convert color between color spaces. Possible values:
| |
Bitmap import color space defaults | 8 bit images | Color space to use by default when importing 8bit image files. |
16 bit images | Color space to use by default when importing 16bit image files. | |
Floating point images | Color space to use by default when importing HDR/EXR image files. | |
Use embedded ICC profiles when available (recommended) | If enabled, use the ICC profiles since the image file to adjust their colors. | |
Substance material | Material color space default | Define which color space to use for Substance materials color managed input/output. |
Export color space | 8 bit images | Color space to use by default when exporting 8bit image files. |
16 bit images | Color space to use by default when exporting 16bit image files. | |
Floating point images | Color space to use by default when exporting HDR/EXR image files. |
Using a preset file
It possible to use a preset file (in json format) to drive the ACE settings when creating new projects.
Environment variable
The environment variable PAINTER_ACE_CONFIG can be used to specify the path of a preset file. If present, the application will always use a preset file to drive the Color management settings. The settings will be disabled in the interface.
For more details see the Environment variables page.
Preset example
Below is an example of a json file that can be used a preset file:
{ "color settings": { "working color space": "Linear Adobe RGB (1998)", "rendering intent": "Saturation" }, "bitmap import color space defaults" : { "8 bit images": "image P3", "16 bit images": "image P3", "floating point images": "Raw", "use embedded ICC profiles when available": false }, "substance material": { "material color space default": "image P3" }, "export colors spaces" : { "8 bit images": "image P3", "16 bit images": "image P3", "floating point images": "Raw" } }