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Agent Skill · 待分类

substance-3d-texturing(物质 3D 纹理)

substance-3d-texturing 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

substance-3d-texturing 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 835。

总安装 7,197周安装 294GitHub Stars 61下载 2,328核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:substance-3d-texturing(物质 3D 纹理)
来源仓库:https://github.com/freshtechbro/claudedesignskills
仓库路径:skills/substance-3d-texturing
安装命令:
npx skills add https://github.com/freshtechbro/claudedesignskills --skill substance-3d-texturing
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/freshtechbro/claudedesignskills --skill substance-3d-texturing

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。

安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。当前顶部介绍:substance-3d-texturing 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。当前底部简介为空,暂无补充说明。

来源仓库内路径:skills/substance-3d-texturing

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/freshtechbro/claudedesignskills --skill substa…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

substance-3d-texturing 怎么安装?

在终端执行 npx skills add https://github.com/freshtechbro/claudedesignskills --skill substance-3d-tex…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

substance-3d-texturing 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

substance-3d-texturing 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

substance-3d-texturing 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

substance-3d-texturing 用的人多吗?

公开数据是累计安装 7,197 次,近一周安装 294 次,下载 2,328 次,GitHub 61 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

substance-3d-texturing 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
substance-3d-texturing

物质 3D 纹理 · 本页

7,19761需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Substance 3D Texturing

Overview

Master PBR (Physically Based Rendering) texture creation and export workflows for web and real-time engines. This skill covers Substance 3D Painter workflows from material creation through web-optimized texture export, with Python automation for batch processing and integration with WebGL/WebGPU engines.

Key capabilities:

  • PBR material authoring (metallic/roughness workflow)
  • Web-optimized texture export (glTF, Three.js, Babylon.js)
  • Python API automation for batch export
  • Texture compression and optimization for real-time rendering

Core Concepts

PBR Workflow

Substance 3D Painter uses the metallic/roughness PBR workflow with these core channels:

Base Texture Maps:

  • baseColor (Albedo) - RGB diffuse color, no lighting information
  • normal - RGB normal map (tangent space)
  • metallic - Grayscale metalness (0 = dielectric, 1 = metal)
  • roughness - Grayscale surface roughness (0 = smooth/glossy, 1 = rough/matte)

Additional Maps:

  • ambientOcclusion (AO) - Grayscale cavity/occlusion
  • height - Grayscale displacement/height
  • emissive - RGB self-illumination
  • opacity - Grayscale transparency

Export Presets

Substance 3D Painter includes built-in export presets for common engines:

  • PBR Metallic Roughness - Standard glTF/WebGL format
  • Unity HDRP/URP - Unity pipelines
  • Unreal Engine - UE4/UE5 format
  • Arnold (AiStandard) - Renderer-specific

For web engines, PBR Metallic Roughness is the universal standard.

Texture Resolution

Common resolutions for web (powers of 2):

  • 512×512 - Low detail props, mobile
  • 1024×1024 - Standard props, characters
  • 2048×2048 - Hero assets, close-ups
  • 4096×4096 - Showcase quality (use sparingly)

Web optimization rule: Start at 1024×1024, scale up only when texture detail is visible.

Common Patterns

1. Basic Web Export (Three.js/Babylon.js)

Manual export workflow for single texture set:

Steps:

  1. File → Export Textures
  2. Select preset: "PBR Metallic Roughness"
  3. Configure export:

- Output directory: Choose target folder - File format: PNG (8-bit) for web - Padding: "Infinite" (prevents seams) - Resolution: 1024×1024 (adjust per asset)

  1. Export

Result files:

MyAsset_baseColor.png
MyAsset_normal.png
MyAsset_metallicRoughness.png  // Packed: R=nothing, G=roughness, B=metallic
MyAsset_emissive.png           // Optional

Three.js usage:

import * as THREE from 'three';

const textureLoader = new THREE.TextureLoader();

const material = new THREE.MeshStandardMaterial({
  map: textureLoader.load('MyAsset_baseColor.png'),
  normalMap: textureLoader.load('MyAsset_normal.png'),
  metalnessMap: textureLoader.load('MyAsset_metallicRoughness.png'),
  roughnessMap: textureLoader.load('MyAsset_metallicRoughness.png'),
  aoMap: textureLoader.load('MyAsset_ambientOcclusion.png'),
});

2. Batch Export with Python API

Automate export for multiple texture sets:

import substance_painter.export
import substance_painter.resource
import substance_painter.textureset

# Define export preset
export_preset = substance_painter.resource.ResourceID(
    context="starter_assets",
    name="PBR Metallic Roughness"
)

# Configure export for all texture sets
config = {
    "exportShaderParams": False,
    "exportPath": "C:/export/web_textures",
    "defaultExportPreset": export_preset.url(),
    "exportList": [],
    "exportParameters": [{
        "parameters": {
            "fileFormat": "png",
            "bitDepth": "8",
            "dithering": True,
            "paddingAlgorithm": "infinite",
            "sizeLog2": 10  // 1024×1024
        }
    }]
}

# Add all texture sets to export list
for texture_set in substance_painter.textureset.all_texture_sets():
    config["exportList"].append({
        "rootPath": texture_set.name()
    })

# Execute export
result = substance_painter.export.export_project_textures(config)

if result.status == substance_painter.export.ExportStatus.Success:
    for stack, files in result.textures.items():
        print(f"Exported {stack}: {len(files)} textures")
else:
    print(f"Export failed: {result.message}")

3. Resolution Override per Asset

Export different resolutions for different assets (e.g., hero vs. background):

config = {
    "exportPath": "C:/export",
    "defaultExportPreset": export_preset.url(),
    "exportList": [
        {"rootPath": "HeroCharacter"},   # Will use 2048 (override below)
        {"rootPath": "BackgroundProp"}   # Will use 512 (override below)
    ],
    "exportParameters": [
        {
            "filter": {"dataPaths": ["HeroCharacter"]},
            "parameters": {"sizeLog2": 11}  # 2048×2048
        },
        {
            "filter": {"dataPaths": ["BackgroundProp"]},
            "parameters": {"sizeLog2": 9}   # 512×512
        }
    ]
}

4. Custom Export Preset (Separate Channels)

Create custom preset to export metallic and roughness as separate files:

custom_preset = {
    "exportPresets": [{
        "name": "WebGL_Separated",
        "maps": [
            {
                "fileName": "$textureSet_baseColor",
                "channels": [
                    {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "baseColor"},
                    {"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "baseColor"},
                    {"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "baseColor"}
                ]
            },
            {
                "fileName": "$textureSet_normal",
                "channels": [
                    {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "normal"},
                    {"destChannel": "G", "srcChannel": "G", "srcMapType": "documentMap", "srcMapName": "normal"},
                    {"destChannel": "B", "srcChannel": "B", "srcMapType": "documentMap", "srcMapName": "normal"}
                ]
            },
            {
                "fileName": "$textureSet_metallic",
                "channels": [
                    {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"}
                ],
                "parameters": {"fileFormat": "png", "bitDepth": "8"}
            },
            {
                "fileName": "$textureSet_roughness",
                "channels": [
                    {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"}
                ],
                "parameters": {"fileFormat": "png", "bitDepth": "8"}
            }
        ]
    }]
}

config = {
    "exportPath": "C:/export",
    "exportPresets": custom_preset["exportPresets"],
    "exportList": [{"rootPath": "MyAsset", "exportPreset": "WebGL_Separated"}]
}

5. Mobile-Optimized Export

Aggressive compression for mobile WebGL:

mobile_config = {
    "exportPath": "C:/export/mobile",
    "defaultExportPreset": export_preset.url(),
    "exportList": [{"rootPath": texture_set.name()}],
    "exportParameters": [{
        "parameters": {
            "fileFormat": "jpeg",        # JPEG for baseColor (lossy but smaller)
            "bitDepth": "8",
            "sizeLog2": 9,               # 512×512 maximum
            "paddingAlgorithm": "infinite"
        }
    }, {
        "filter": {"outputMaps": ["$textureSet_normal", "$textureSet_metallicRoughness"]},
        "parameters": {
            "fileFormat": "png"          # PNG for data maps (need lossless)
        }
    }]
}

Post-export: Use tools like pngquant or tinypng for further compression.

6. glTF/GLB Integration

Export textures for glTF 2.0 format:

gltf_config = {
    "exportPath": "C:/export/gltf",
    "defaultExportPreset": substance_painter.resource.ResourceID(
        context="starter_assets",
        name="PBR Metallic Roughness"
    ).url(),
    "exportList": [{"rootPath": texture_set.name()}],
    "exportParameters": [{
        "parameters": {
            "fileFormat": "png",
            "bitDepth": "8",
            "sizeLog2": 10,              # 1024×1024
            "paddingAlgorithm": "infinite"
        }
    }]
}

# After export, reference in glTF:
# {
#   "materials": [{
#     "name": "Material",
#     "pbrMetallicRoughness": {
#       "baseColorTexture": {"index": 0},
#       "metallicRoughnessTexture": {"index": 1}
#     },
#     "normalTexture": {"index": 2}
#   }]
# }

7. Event-Driven Export Plugin

Auto-export on save using Python plugin:

import substance_painter.event
import substance_painter.export
import substance_painter.project

def auto_export(e):
    if not substance_painter.project.is_open():
        return

    config = {
        "exportPath": substance_painter.project.file_path().replace('.spp', '_textures'),
        "defaultExportPreset": substance_painter.resource.ResourceID(
            context="starter_assets", name="PBR Metallic Roughness"
        ).url(),
        "exportList": [{"rootPath": ts.name()} for ts in substance_painter.textureset.all_texture_sets()],
        "exportParameters": [{
            "parameters": {"fileFormat": "png", "bitDepth": "8", "sizeLog2": 10}
        }]
    }

    substance_painter.export.export_project_textures(config)
    print("Auto-export completed")

# Register event
substance_painter.event.DISPATCHER.connect(
    substance_painter.event.ProjectSaved,
    auto_export
)

Integration Patterns

Three.js + React Three Fiber

Use exported textures in R3F:

import { useTexture } from '@react-three/drei';

function TexturedMesh() {
  const [baseColor, normal, metallicRoughness, ao] = useTexture([
    '/textures/Asset_baseColor.png',
    '/textures/Asset_normal.png',
    '/textures/Asset_metallicRoughness.png',
    '/textures/Asset_ambientOcclusion.png',
  ]);

  return (
    <mesh>
      <boxGeometry />
      <meshStandardMaterial
        map={baseColor}
        normalMap={normal}
        metalnessMap={metallicRoughness}
        roughnessMap={metallicRoughness}
        aoMap={ao}
      />
    </mesh>
  );
}

See react-three-fiber skill for advanced R3F material workflows.

Babylon.js PBR Materials

import { PBRMaterial, Texture } from '@babylonjs/core';

const pbr = new PBRMaterial("pbr", scene);
pbr.albedoTexture = new Texture("/textures/Asset_baseColor.png", scene);
pbr.bumpTexture = new Texture("/textures/Asset_normal.png", scene);
pbr.metallicTexture = new Texture("/textures/Asset_metallicRoughness.png", scene);
pbr.useRoughnessFromMetallicTextureAlpha = false;
pbr.useRoughnessFromMetallicTextureGreen = true;
pbr.useMetallnessFromMetallicTextureBlue = true;

See babylonjs-engine skill for advanced PBR workflows.

GLTF Export Pipeline

  1. Export textures from Substance (as above)
  2. Export model from Blender with glTF exporter
  3. Reference Substance textures in .gltf JSON
  4. Use gltf-pipeline for Draco compression:
gltf-pipeline -i model.gltf -o model.glb -d

See blender-web-pipeline skill for complete 3D asset pipeline.

Performance Optimization

Texture Size Budget

Desktop WebGL: ~100-150MB total texture memory Mobile WebGL: ~30-50MB total texture memory

Budget per asset:

  • Background/props: 512×512 (1MB per texture × 4 maps = 4MB)
  • Standard assets: 1024×1024 (4MB per texture × 4 maps = 16MB)
  • Hero assets: 2048×2048 (16MB per texture × 4 maps = 64MB)

Compression Strategies

  1. JPEG for baseColor (70-80% quality) - 10× smaller than PNG
  2. PNG-8 for data maps (normal, metallic, roughness) - lossless required
  3. Basis Universal (.basis) - GPU texture compression (90% smaller)
  4. Texture atlasing - Combine multiple assets into single texture

Channel Packing

Pack grayscale maps into RGB channels to reduce texture count:

Packed ORM (Occlusion-Roughness-Metallic):

  • Red: Ambient Occlusion
  • Green: Roughness
  • Blue: Metallic

Export in Substance:

orm_map = {
    "fileName": "$textureSet_ORM",
    "channels": [
        {"destChannel": "R", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "ambientOcclusion"},
        {"destChannel": "G", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "roughness"},
        {"destChannel": "B", "srcChannel": "R", "srcMapType": "documentMap", "srcMapName": "metallic"}
    ]
}

Mipmaps

Always enable mipmaps in engine for textures viewed at distance:

// Three.js (automatic)
texture.generateMipmaps = true;

// Babylon.js
texture.updateSamplingMode(Texture.TRILINEAR_SAMPLINGMODE);

Common Pitfalls

1. Wrong Color Space for BaseColor

Problem: BaseColor exported in linear space looks washed out.

Solution: Substance exports baseColor in sRGB by default (correct). Ensure engine uses sRGB:

// Three.js
baseColorTexture.colorSpace = THREE.SRGBColorSpace;

// Babylon.js (automatic for albedoTexture)

2. Normal Map Baking Issues

Problem: Normal maps show inverted or incorrect shading.

Solution:

  • Verify tangent space normal format (DirectX vs. OpenGL Y-flip)
  • Substance uses OpenGL (Y+), same as glTF standard
  • If using DirectX engine, flip green channel in export

3. Metallic/Roughness Channel Order

Problem: Metallic/roughness texture has swapped channels.

Solution: Default Substance export:

  • Blue channel = Metallic
  • Green channel = Roughness
  • Matches glTF 2.0 specification

4. Padding Artifacts at UV Seams

Problem: Black or colored lines appear at UV seams.

Solution: Set padding algorithm to "infinite" in export settings:

"paddingAlgorithm": "infinite"

5. Oversized Textures for Web

Problem: 4K textures cause long load times and memory issues on web.

Solution:

  • Default to 1024×1024 for web
  • Use 2048×2048 only for hero assets viewed close-up
  • Implement LOD system with multiple resolution sets

6. Missing AO Map in Engine

Problem: AO map exported but not visible in engine.

Solution:

  • Three.js: Requires second UV channel (geometry.attributes.uv2)
  • Babylon.js: Set material.useAmbientOcclusionFromMetallicTextureRed = true
  • Alternative: Bake AO into baseColor in Substance

Resources

See bundled resources for complete workflows:

  • references/python_api_reference.md - Complete Substance Painter Python API
  • references/export_presets.md - Built-in and custom export preset catalog
  • references/pbr_channel_guide.md - Deep dive into PBR texture channels
  • scripts/batch_export.py - Batch export all texture sets
  • scripts/web_optimizer.py - Post-process textures for web (resize, compress)
  • scripts/generate_export_preset.py - Create custom export preset JSON
  • assets/export_templates/ - Pre-configured export presets for Three.js, Babylon.js, Unity

Related Skills

  • blender-web-pipeline - Complete 3D model → texture → web pipeline
  • threejs-webgl - Loading and using PBR textures in Three.js
  • react-three-fiber - R3F material workflows with Substance textures
  • babylonjs-engine - Babylon.js PBR material system integration

平台分布

Claude

33.47%
按下载量换算779

Codex

33.12%
按下载量换算771

Cursor

17.86%
按下载量换算416

Gemini CLI

9.9%
按下载量换算230

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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